Renaissancepunk colonial dandymage GreedFall greed-all

Thanks for the updates. I'm a noted Spiders fan but this one had me very nervous given their track record.

Alien Love Gardener wrote:

I finished as well, but I kumbaya'd the sh*t out of everyone - pretty much everyone made it out in better shape than they started.

Therein lies the rub, and possible the cause of dislike from the Kotaku reviewer. Can the natives be truly said to be much better off with the invaders still there?

strangederby wrote:
Alien Love Gardener wrote:

I finished as well, but I kumbaya'd the sh*t out of everyone - pretty much everyone made it out in better shape than they started.

Therein lies the rub, and possible the cause of dislike from the Kotaku reviewer. Can the natives be truly said to be much better off with the invaders still there?

I guess it depends on when you pick your starting point? The moment the game starts? Definitely. The invaders stopped doing the horrible sh*t they were doing, and stick to their enclaves. And unless you think isolationism's a virtue in itself, the fact that you can have a peaceful excange with someone not from your island and sign up with the sailing guild and go see the world is dope.

From the point of contact with the mainlanders though, yeah, that's a different equation.

I don't think the narrative's unaware of that though, or ever stops siding with the natives.

You raise good points. I think a truly good situation would be the natives travelling to the continent and offering to trade there.

strangederby wrote:

You raise good points. I think a truly good situation would be the natives travelling to the continent and offering to trade there.

Spoiler:

In my game, the natives travel to the continent and help heal the land, plant forests, etc.

mateofalcone wrote:
strangederby wrote:

You raise good points. I think a truly good situation would be the natives travelling to the continent and offering to trade there.

Spoiler:

In my game, the natives travel to the continent and help heal the land, plant forests, etc.

Right. But the better option would be

Spoiler:

Kicking out the colonists and then trading with them on the islander's terms.

I'm about 4 hours in and thoroughly enjoying it, though there are a few quality of life changes that I'd love to see fixed or modded. In particularly the crafting interface, which could give you some easy way of knowing/sorting if you have the right combination of ingredients and skills to actually craft something. Also, do I understand correctly that companions do not level up skills? Or am I just missing something?

They do but it's not a set schedule. For instance, on their skill screen if you mouse over some of the skills it will say things like available at level 21 or something like that. They don't let you distribute skill points like you do with your player character, unless I've been missing something big.

I'm 8 or so hours in (I'm out of the starting area) and quite enjoying it!

I'm still getting the hang of the menus, but the quests and combat are quite fun. The levelling system is stingy with points, so it makes levelling choices hard. It feels like you have to commit to a specialist style of combat and play, rather than be a jack-of-all-trades. I'm a mage with intuition. It was hard to forgo potion-making, crafting and lockpicking, but there just ain't enough points and they didn't seem to synergise so well.

Anyway, the renaissance setting and "not-witcher" feeling of familiar difference are propelling me through.

No opinions yet on the big themes of the game.

Wowee ... so I hit THAT quest and suddenly, it's difficult choices everywhere!

Kudos to the devs for putting in some consequences.

I need to get back to this. I still haven't left for Tear Fradee yet. Been trying to finish Xenoblade Chronicles 2, which I've been playing since launch two years ago.

I'm around 30 hours in and I think I'm starting to wrap things up now. Getting a lot of companion quest resolutions, finishing up threads, etc. As a mage I'm now steamrolling every combat encounter even the big bosses they've put me up against so we'll see how that plays out.

One note on skills if you're still early on. Take a look at what skill bonuses your companions give if you have them at "friendly" level and also hold on to armor that gives you skill bonuses like blacksmith gloves. Even if you have no skill in science, you can craft an armor enhancement that gives you +1 to science and it will allow you to use level 1 science skill even though you haven't put any points into it. With the right companion and accessories it's possible to pass some level 3 skill checks (the highest level) with only 1 point being spent on a skill.

One of these days I intend to replay as a mage. It looks fun.

Finished it at somewhere between 35-40 hours finishing all quests except the "find all the journal pages" one. Ending I went with was....

Spoiler:

I was friendly to all the major factions and friendly with all my companions, in a relationship with Siora, I'd backed Deirdre as high queen, and chose to kill the big bad at the end. What that essentially amounted to was the continent continuing to suffer the malichor, all the continental powers are kicked off the island, most of their buildings are torn down, the island heals, my guy stays on the island, Siora becomes mal of her clan but still visits me from time to time, Vasco becomes a commander of a fleet, Petrus becomes a cardinal or bishop, can't recall, Aphra goes back to being a researcher, and Kurt got some kind of promotion or other.

I enjoyed my time with the game but not sure if I'll be going back to.The story went places I wasn't expecting from the intro portion and was more interesting than many rpg's I've played lately but I'm not sure just how different another playthrough would be aside from a couple of major choices at the end and what style of combat I choose to use through the game.

Just started last night after my other gaming plans fell through. The facial and character animation is quite jarring after playing through Star Wars Jedi: Fallen Order and Horizon Zero Dawn. The movement and camera is really floaty. I'm using a Xbox Elite controller and am not sure if that's a sensitivity setting or the game just feels that way. Looting and opening doors can be slightly delayed because of this.

I do still love Spiders' progression towards mid-era Bioware. I haven't left the first city yet and am basically just doing the tutorial sidequests. A bunch of the quests had alternative paths to solving them. Really like that I don't get any experience until I finished the quest. I'm encouraged to solve quests in different ways and that's been fun so far.

The setting of the first city is quite bland and brown, however. Hope that changes when I reach the "exotic" tropical island. Spiders' is always heavy handed with how they set-up their games so the lore is fun but nothing new at the moment. It has my attention at least.

Playing a charming magic-user. I like the spell effects because they aren't very flashy right now. Leveling system is spread out and limited enough that it seems your build choices will matter.

I'm not really sure what to make of this game. On the one hand, I find the setting interesting, it's nice to take in the sights. The missions usually have an interesting story to them, but they are written in a way that seems a bit goofy at times. Also, who thought it would be fun to have the player find a merchant who needs help, need to run over to one office to talk to them about why they are harassing him, run across town to get a document, run back to the merchant, run back to the first office, etc...?

So, it's walking this line of providing a world I kinda want to see what's going to happen, but trying to sabotage it with goofy writing and making me an errand boy. Also, the game makes a point of saying - "you can't just walk into this warehouse because you shouldn't be here", but all I need to do is hop a fence and walk through a different door that seems to be in plain sight of workers?

It's like the devs put a nice surface polish on the game to make it have a nice appearance but underneath nothing is fleshed out. Still, this is a cool world so it has that going for it. I probably never played a game by Spiders before and went into this with expectations that were higher than they should be.

Definitely had higher expectations than what Spiders is capable of. They make KOTOR-era RPGs but filtered through a translator. I’m glad they do what they do and every game is better but there are problems.

I’m making my way through this now. It’s interesting and I enjoy their take on combat magic. There’s a lot of pointless running around but the maps are small and load times aren’t bad.

Finished this late last week. It's both Spiders' best game and one with a lot of flaws. The writing is vastly improved and it feels very cohesive. The quests also waste a lot of your time by making you run between quest markers filled with load screens. Enemy variety is quite poor and the magic skills make most fights extremely easy even early in the game. The setting was, visually, boring with lots of browns and greens.

It was fun but needed to be closer to a 30 hour game and priced accordingly. They are getting better at this, though!