"What he wants? Eternity. Strength. Power. It is what they all want, those who take without looking beyond themselves." I first encountered GreedFall in April 2022, on the tail end of the pandemic. I had just received word that, after nearly a two-year 'exile' of sorts, I was finally able to return to Montreal, QC; my island, my city. In some ways, the saga of de Sardet -- the confident, fearless, yet personally rootless legate whose role we assume -- inaugurated the next stage of my life. In other ways, it revealed and accentuated what was already there, and what I was already passionate about. Naturally, I could write an entire novel about my love for the game, but this is neither the time nor the place for a retrospective. This will be a 'proper' review, as the reception of my impromptu piece about GreedFall II changed something within me. Most of my review will be me waxing poetic at a fever pitch, so I will try to get the 'important' stuff out of the way first, just for the discerning gamers. TL;DR? Probably. I 100% recommend GreedFall. I cannot recommend it enough, actually. It was created on a budget with a skeleton crew, and the gameplay and mechanics can be a bit janky and exploitable, but it is beyond worth it for the story alone. A tech de Sardet with a well-crafted gun can breeze through the game and delete just about every enemy -- which is ridiculously fun -- but if you're more into swordplay, then there's more to pay attention to. The parries are very satisfying! All of this said, though, if you're looking for a very refined gameplay experience, then I'm not too sure you'd enjoy the game as much as I did, but if you want a magical and politically volatile story that presents an unflinching and scathing pronouncement on the folly of man, as well as the consumptive nature of greed and its destructive trappings, then you have met your match. PROS + The characters -- absolute standouts. Every single one of them, from de Sardet themself, Constantin, the companions, the various native leaders... + The story itself and the constantly grey morals of everyone involved, including de Sardet...! + CHOICES MATTER + Gorgeous landscapes and sound design + Cape physics. I've spent a lot of time in the game just spinning de Sardet around to watch her cape flutter. + The game encourages exploration and forces you to figure things out for yourself -- your hand isn't held past the combat tutorial + Chockful of early modern historical references, and plenty of Shakespeare! + You're free to be a horrible person, but you have to live with your choices (and you'll feel guilty about it, too) + In-depth and interactive crafting system CONS - The combat can be exploited quite easily - Textures often clip and there are shading issues - Animations in dialogues are sometimes choppy, but ones that we see in cutscenes are very fluidly done - Companions can get stuck on invisible hitboxes and teleport off the map... - Burrowing nadaigs can likewise throw companions into the fourth dimension - The cities of the different colonial powers feel rather samey, especially the palaces In short, most of the hang ups and reservations that I can share about the game have to do with the shoestring budget they had for the first game. I recall reading somewhere that it was only $5mil. If you can forgive that, it's an unforgettable game, and I really can't say enough good things about it. Flintlock fantasy's apogee It's a shame that Steam reviews have a rather paltry word limit, as I could sing the praises of this game incessantly. I'll do what I can to keep it succinct and relevant, though; maybe one day I'll have a whole retrospective series in my group/cult. But very, very briefly, the three highlights I'd like to visit here: The story I don't want to spoil a thing about the story, so I'll share a very brief rundown. You assume the role of de Sardet, a member of the nobility in Serene, the capital of the Merchant Congregation. As the legate of the Merchant Congregation, you are to accompany your whimsical cousin, Constantin d'Orsay, to his new position as governor on the faraway isle of Tir Fradi, in hopes of finding a cure for the malichor, an insidious plague that is rotting the old world, and to cement the standing of the Congregation on the colonial stage. Yet, this new world was, of course, not new to its natives... Political machinations await de Sardet and company at every turn on Tir Fradi. Every choice is meaningful, and they all culminate in a dramatic, morally challenging conclusion that will leave you to wonder 'what if I did this differently...' The characters There's a reason why I mentioned my absolute love for the cast of characters in GreedFall immediately. They are all fantastically written and designed. Perhaps one of the most unique bits of the character interaction in GreedFall is that they do not begin as trusting or friendly towards de Sardet, but rather suspicious of them; even your bodyguard, the deceptively gruff and stoic Kurt. Think about it: although you trust him, clearly, you've done very little so far to give him any reason to trust you. The native princess ("you are most confusing, but thank you") Siora treats you kindly but coolly at first encounter, the renegade botanist Aphra has reason to believe you're out for her head and holds you at gunpoint the very second she lays eyes on you, and poor Captain Vasco is obliged to relinquish his position among the Nauts after he is finished transporting you from Gacane to Tir Fradi. You have to earn your companions' trust, and there are consequences if you fail to do so. This said, the romances are expertly done. Before GreedFall I would go out of my way to avoid romances in games, as I usually find them cringing or saccharine. In this case, however, if you do choose to pursue a relationship with a companion -- and you're under no obligation to do so! -- it is in-line with their own personality, arc, and their perception of de Sardet. The treatment of the companions is realistic, and in giving them their own agency, so to speak, the story becomes much more vivid and immediate. De Sardet is easily my favourite protagonist in just about any piece of media I've consumed. As a born-and-raised member of the nobility and a skillful diplomat, one would expect for de Sardet to be a distant character, someone to whom the player would struggle to relate. But the swagger and bravado belies a universal experience; de Sardet struggles with duty, allegiance, identity, morality. As de Sardet, you inhabit a living, breathing world that you can impact. Yet, you are never given the impression that you alone are changing the world, but changing alongside the world. Just as with the companions, de Sardet's character arc from start to finish is complete and -- hopefully! -- satisfying. The choices There is no "good" ending for GreedFall. There is a horrible ending, a few okay endings, and the best ending, but there is no "good" ending. Your choices immediately begin to shape and construct your own fate. Acting on impulse and emotion, no matter how well-intentioned, can ruin your goals. Failing to parliament with your companions and listen to their complaints or worries can lead to absolute catastrophe or result in minor, yet irritating loses. Choices as seemingly minor as taking the low road instead of the high, or entering a hangar from the backdoor versus the front can have massive repercussions for the resolution. In many ways, you are forced to assume the role of a diplomat, constantly assessing, thinking, considering how your choices can impact and influence those around you. The Final Verdict Overall Rating β
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Gameplay β
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Replay Value β
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Difficulty β
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