Everything old is new again!
Played this at launch on console, went in expecting Spiders' usual jank, but ended up sinking a solid 50 hours over 2 weeks to 100% everything the game had to offer.
Greedfall reworks the classic mid '00s BioWare/Obsidian formula, but incorporates more than a few lessons from the best in the genre since then (i.e. The Witcher). Whereas many modern, open-world RPGs have continuously expanded the size of their world, without questioning if their mechanical and narrative complexity supports it. Greedfall reigns it in, with a world that feels like a middle ground between Dragon Age: Origins and The Witcher 2. The world feels large and interconnected, with diverse environments and some great backdrops, but the action takes place in carefully crafted zones, designed around the quests hosted within them.
There's good narrative pacing, plenty of player choice, and impactful repercussions to those choices. Side quests are just as compelling as they can modify major plot events, reveal more about your companions, or follow The Witcher template of going off on unexpected tangents - all of which can affect your political standings with the factions trying to colonise the magical island of Teer Fradee (a diplomacy mechanic that ties into the ending sequence). Combat and crafting is straight forward and more-action oriented like The Witcher 3 (though you'll need to use the pause-and-stack-command function on higher difficulties).
All that said, it’s not perfect. Spiders are still fans of annoyingly labyrinthine interiors, bouncing you back-and-forth between NPCs during some quests, and the ending is more binary than expected (think good vs. evil with modifiers). I loved the art design and atmosphere, but it's not the most techncial impressive game if that's what you're after.
However, despite those flaws, it was easily my favourite RPG of 2019 and a huge improvement on Spiders' previous games.
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