If someone thinks that the first Gothic (or any decent RPG really) is about simulating the experience of some low-life peasant, who is running errands and collecting crops, then I must disappoint you. The penal colony was just a metaphor of the human's mind, which penalized every negative thought and threw it away, but they did not perish, they are still hidden somewhere deep and together they have power to take control and shake the body - a whole Myrthana. But it can be also interpreted in Dostoyevsky's style about the nature of crime and human's struggle to deal with it's consequences. From the very beginning, protagonist should have an important task to do and some quirks (e.g. no name, which is also symbolic) and as a result the player is focused on the objective and is aware of the world, because he has feeling that he is taking part in something important, so remembering names and doing simple quests, served as an obstacle or challenge, is not a problem. In this game, however, there is no such thing. The story starts slow, there is no hook, no reason to take interest in the Marvin at all. Anything worth considering starts in chapter 2. Before that we are given control of an NPC without any personality, even as simple as Jungian archetype. The whole idea of "from zero to hero" or "road to glory" alone is not enough to compose meaningful protagonist. Quests do not support the narrative side of the game either, due to frustrating manner of not letting the player to ask an NPC directly about the details of the character or location, which causes players to be torn out of the gameplay flow by wondering around aimlessly, which artificially prolongs the playtime. Without a clear, high-end goal serving as a guidepost, every quest becomes merely a meaningless distraction. The moment I lost all my hope was when Marvin's uncle (such dynamic character that I don't remember his name) visited him in the city, ordered to retrieve his money from the vineyard while sitting in the tavern. And after doing that he did not share the money with the player (or gave very little). That's a common example of lazy quest design. Throughout the two chapters Marvin did not change at all. He might get better skills, equipment, he will probably save the island or be famous and the end, but he will still be an empty shell, bunch of pixels and lines of code.
It is worth to talk about number of available factions in original Gothic - 3, which has a special meaning in every religion, because it is considered a perfectly balanced, divine number. Every faction in Gothic represented separate part of human's consciousness. I am talking about Freud's id, ego and superego. For example the camp on swamps represents id - hidden, primitive, unconscious part of our psyche, which hungers for simple pleasures and hedonistic life, but also can turn into dangerous den controlled by terrible monster created by our fears. Gothic 2 also has the factions' triad, but with a little differrent approach. That's the reason these two games reacted even with the unaware, child's mind, because they took holistic, universal approach to human's nature and I absolutely admire them. Unfortunately this is something that people tend to overlook when investigating why Gothic 3, Arcania or other similar games cannot charm them like these two. And this romantic impulse to grab people's nostalgia, called Archolos, simply does not deliver it at all, by introducing only two reprinted factions from Gothic 2 to join in one place, which breaks the illusion of living, dynamic and open world.
Combat system, which I loved in original Gothic, after all this years became stiff, unresponsive and frustrating. I really hoped that it will be polished to match up the modern standard, like it was achieved with advanced cooking and alchemyy. I don't really mind the current controls mapping, but movement flow, animations, aiming and enemy toggle are not even close to being pleasurable. To sum things up, I seriously though that games were better when I was a kid and tend to idealize them, but now I understand that I was just missing the feeling from that happy, naive part of my life.
I never expected such indignation in the comments about random low-quality opinion I have committed. Reading objections really made me think about it, so I reevaluated the title properly to cut all the unnecessary hussle. Unfortunately my negative opinion still stays as it was before. And saying I cannot judge something because it's free and made with passion has as much sense as saying that I cannot tell anything bad about free samples of food in the mall, despite tasting awful or anything bad about free healthcare in my country, despite it being in extremely poor condition. When you decide to publish any product, you have to be prepared for various opinions and take responsibility of its flaws. And I don't intend to disregard the dev's hard work. I just share my honest and objective opinion to help them be better creators in the future. I will not mention the swarm of bugs, graphics, performance issues and voice acting since it would be unfair, but I will focus more the design and artistic approach instead