Compare Gothic II: Gold Edition prices across 50+ stores and find the best deal. Developed by Piranha Bytes. Published by THQ Nordic. Released on 11/29/2005. Available on PC. Genres: Action, RPG. Metacritic score: 79/100.

Starts you off as a powerless nobody in Khorinis and refuses to apologize for it, stick with the friction and you get one of the most rewarding open-world RPGs PC has ever produced.

I have a strong theory that Gothic II separates RPG fans into two camps the moment the first goblin puts you on the ground in Chapter 1: the ones who close the game and never return, and the ones who become lifelong evangelists. I belong firmly to the second group, and the Gold Edition, which bundles the base game with the Night of the Raven expansion, is the version everyone should play. The setup is classically thin on paper. You crawl out of a tower, stripped of all your former skills, and have to claw your way back up through the city of Khorinis and its surrounding wilderness. What makes it work is the world design. Khorinis has an almost documentary texture: NPCs keep schedules, hold grudges, and gatekeep training behind social relationships rather than a simple gold transaction. Want to get strong enough to wield a decent blade? You need to find the right master, earn their trust, and have the learning points to spend, a currency that never feels abundant. Skill trees cover melee combat with dodge-and-combo mechanics, bow and crossbow use, magic schools including fire and healing circles, and supporting crafts like lockpicking, potion brewing, and animal skinning. Joining one of the game's guilds, the militia, the mercenaries, the fire mages, or the paladins, meaningfully reshapes which trainers will even talk to you, which is the closest this game gets to branching narrative. Night of the Raven is where things get genuinely contentious. The expansion is fully integrated rather than bolted on, which means you start a fresh character with all of NotR's changes baked in from the first minute. The difficulty rebalance is aggressive: the scaling on learning points now makes raising attributes past certain thresholds punishingly expensive, herbs like King's Sorrel become genuinely rare rather than roadside scenery, and the strongest weapons require magical enhancement aids rather than raw stat investment alone. The new region of Jharkendar, an ancient, deserted city accessible via a Water Mage portal, adds a pirate faction, the villain Raven returning from the first game, and Beliar's Claw as a late-game artifact. Community opinion on Jharkendar is split. Veterans who find Khorinis itself a bit thin in early Chapter 2 appreciate the alternative content path. First-time players sometimes find the area interrupts momentum and lacks the personality of the main island. Both readings are defensible. The combat is the honest sticking point for modern players. It runs on a timing-based system of dodges, blocks, and combo strings that predates the Souls-from-behind-the-shoulder template. It is not pretty by today's standards, and the camera will fight you at least once per session near geometry. The writing sits a notch below the characterization depth of something like Planescape or the first Divinity, but the world's internal logic is strong enough that filler quests are the exception rather than the rule. Most tasks connect back to Khorinis's social fabric, and the game quietly rewards players who read every log and note rather than skipping to the map marker. For anyone coming in fresh: do not expect modern UI comforts, a quest compass, or enemy level indicators. The game communicates danger through environmental design and NPC warnings, and it means it. Completionist runs reliably push past 80 hours. The Steam user base sits overwhelmingly positive across tens of thousands of reviews, which for a twenty-year-old PC RPG says something real about long-term hold. Monika, Scout Team

Gothic II: Gold Edition
ActionRPG

Gothic II: Gold Edition

Nov 29, 2005Piranha BytesTHQ Nordic
GamerScout Says

Starts you off as a powerless nobody in Khorinis and refuses to apologize for it, stick with the friction and you get one of the most rewarding open-world RPGs PC has ever produced.

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About Gothic II: Gold Edition

I have a strong theory that Gothic II separates RPG fans into two camps the moment the first goblin puts you on the ground in Chapter 1: the ones who close the game and never return, and the ones who become lifelong evangelists. I belong firmly to the second group, and the Gold Edition, which bundles the base game with the Night of the Raven expansion, is the version everyone should play. The setup is classically thin on paper. You crawl out of a tower, stripped of all your former skills, and have to claw your way back up through the city of Khorinis and its surrounding wilderness. What makes it work is the world design. Khorinis has an almost documentary texture: NPCs keep schedules, hold grudges, and gatekeep training behind social relationships rather than a simple gold transaction. Want to get strong enough to wield a decent blade? You need to find the right master, earn their trust, and have the learning points to spend, a currency that never feels abundant. Skill trees cover melee combat with dodge-and-combo mechanics, bow and crossbow use, magic schools including fire and healing circles, and supporting crafts like lockpicking, potion brewing, and animal skinning. Joining one of the game's guilds, the militia, the mercenaries, the fire mages, or the paladins, meaningfully reshapes which trainers will even talk to you, which is the closest this game gets to branching narrative. Night of the Raven is where things get genuinely contentious. The expansion is fully integrated rather than bolted on, which means you start a fresh character with all of NotR's changes baked in from the first minute. The difficulty rebalance is aggressive: the scaling on learning points now makes raising attributes past certain thresholds punishingly expensive, herbs like King's Sorrel become genuinely rare rather than roadside scenery, and the strongest weapons require magical enhancement aids rather than raw stat investment alone. The new region of Jharkendar, an ancient, deserted city accessible via a Water Mage portal, adds a pirate faction, the villain Raven returning from the first game, and Beliar's Claw as a late-game artifact. Community opinion on Jharkendar is split. Veterans who find Khorinis itself a bit thin in early Chapter 2 appreciate the alternative content path. First-time players sometimes find the area interrupts momentum and lacks the personality of the main island. Both readings are defensible. The combat is the honest sticking point for modern players. It runs on a timing-based system of dodges, blocks, and combo strings that predates the Souls-from-behind-the-shoulder template. It is not pretty by today's standards, and the camera will fight you at least once per session near geometry. The writing sits a notch below the characterization depth of something like Planescape or the first Divinity, but the world's internal logic is strong enough that filler quests are the exception rather than the rule. Most tasks connect back to Khorinis's social fabric, and the game quietly rewards players who read every log and note rather than skipping to the map marker. For anyone coming in fresh: do not expect modern UI comforts, a quest compass, or enemy level indicators. The game communicates danger through environmental design and NPC warnings, and it means it. Completionist runs reliably push past 80 hours. The Steam user base sits overwhelmingly positive across tens of thousands of reviews, which for a twenty-year-old PC RPG says something real about long-term hold. Monika, Scout Team

Tags

singleplayertier:aaaGuild SystemPunishing DifficultySkill GatingLiving World NPCsMelee Combo CombatPotion CraftingExploration-First DesignClassic ARPG

System Requirements

Minimum

OS
Windows XP/2000/ME/98/Vista/7/8/10
Memory
256 MB RAM
DirectX
Version 8.1
Storage
5 GB available space
Graphics
3D graphics card with 32 MB Ram
Processor
Intel Pentium III 700 MHz
Sound Card
DirectX compatible

Reviews & Ratings

Metacritic
79

Game Info

Developer
Piranha Bytes
Publisher
THQ Nordic
Release Date
Nov 29, 2005

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