Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

GreedFall - Gold Edition - new colonial-themed action-RPG from Spiders

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,282
I remember they said we could choose to play as a male or female in this game, any info on the female protagonist? The male one looks really generic.
 

Kyl Von Kull

The Night Tripper
Patron
Joined
Jun 15, 2017
Messages
3,152
Location
Jamrock District
Steve gets a Kidney but I don't even get a tag.
I remember they said we could choose to play as a male or female in this game, any info on the female protagonist? The male one looks really generic.

Hopefully she will look just like Jehanne, whose waifish, unearthly beauty seduced me at first sight.

I love that they’re doing an open world gated by enemy difficulty. Seems like Spiders may be taking some cues from their neighbors in Germany. Eurojank Uber Alles.

Question: can any francophone types tell me the correct pronunciation of Jehanne? In the E3 interviews, people kept calling her Jen or Jane, which sounds very wrong to me. I thought it was more like Jeh-ann.
 
Joined
May 8, 2018
Messages
3,535
Introduction

GreedFall is the latest RPG from Spiders, currently in development for PlayStation 4, Xbox One and PC. Set in a 17th century setting embedded in magic, Greedfall has a unique visual identity inspired by European Baroque art, depicting grandiose sceneries in muted warm colors and dark undertones.

Explore a fresh new world as – along with many other settlers, mercenaries and treasure hunters - you set foot on a remote island seeping with magic, rumored to be filled with riches and lost secrets. A grand journey filled with mystery follows, as you find yourself in the middle of ever-increasing tensions between the invading settlers and the locals, who are protected by manifestations of the island’s earthly magic in the form of supernatural beings.

With a strong focus on its core RPG identity, GreedFall follows Spider's experience in building intricate worlds filled with mysteries to discover, weaving deep character interactions, and offering players freedom to achieve quests and objectives in many different ways – through combat, as well as diplomacy, deception or stealth. The island of GreedFall is a living, ever-evolving world. Your actions, from seemingly trivial choices to the most important political decisions, will influence and alter its course, as well as the relationship between the different factions established on the island.

Story

The Old World is dying. The continent is polluted, overpopulated, and plagued by a deadly, incurable disease. Its weary population grows desperate.

But there is a glimmer of hope on the horizon – an Island, remote and hidden, has been discovered. Teer Fradee... a land spared by the Malichor plague, a haven of life, wild and untampered by mankind. It is the promise of riches, but also represents the best hope for mankind to find a cure to the Malichor.

You are cruising with the Congregation of Merchants aboard a Nautes’ ship sailing to Teer Fradee. Your cousin, Constantin De Sardet, is set to become the governor of one of the Congregation's newest colony, New Serene. When the ship finally moors to the dock of the port town, you will begin your exploration of the promised land, on an arduous quest to find a cure to the Malichor on one hand, and playing a risky, large-scale diplomatic game on the other, with both the nations and factions colonizing the island, and the mysterious natives who seems to be magically connected to their environment.

Universe & artistic direction

The world of GreedFall and its visual identity draw heavily from 17th century Europe: its architecture, costumes, weaponry, ambiance – each and every element of the game – take root in this period of history dominated by exploration, scientific discoveries, and booming culture in general.

Supporting its world, the artistic direction of GreedFall is greatly inspired and influenced by Baroque art and Flemish paintings. The grandiose sceneries, depicted in muted warm colors and dark undertones, reflect those painted by artists of the time, and plunge the player in a unique, beautiful world.

The world of GreedFall is not entirely down-to-earth. You will explore an immense island seeping with magic. Its lands, inhabited by magic-wielding locales and fantastical creatures, hide countless mysteries and secrets, awaiting to be discovered.

Core RPG identity

GreedFall is an RPG at heart, with emphasis on freedom in both character development and how you proceed through the world.

At the beginning of the game, you pick your gender and a few starting attributes, then build from there to create your own playstyle. The class-less progression system lets you tap various branches from an extensive skill tree, and create your own skill synergies. With other a hundred skills to choose from, you craft your very own experience.

You can progress through the game and achieve quests in a multitude of different ways – through combat, diplomacy, deception... the way you reach your objectives depends solely on your choices and how you choose to develop your character. However, keep in mind that the island of GreedFall is a living, ever-evolving world! Your actions, from seemingly trivial choices to the most important political decisions, will influence its course and, ultimately, shape your story.

The equipment you wear – including weapons, combat armor and garbs suitable for social interactions – as well as a deep crafting system further deepens character customization and traits. Equip the weapons and armor pieces that best synergize with your playstyle and skills, upgrading them through crafting to improve the attributes that best serve your needs.

Diplomacy

In GreedFall, situations are not always resolved by spilling blood. Your wits are just as important as your prowess with a blade, and diplomacy will often negate the need for combat.

The world of GreedFall is home to numerous factions, each with their own beliefs, territories, goals, allies and enemies. You will forge and break alliances, weaving your way through an intricate reputation system. Every decision you make has the potential to please or anger these factions and their leading figures.

Your ability to handle diplomatic encounters, and who you will decide to help or fight, will ultimately impact the geopolitical landscape of the island, leading to peace treaties and bustling communities... or declarations of war and factions wiped from the island altogether.

In the same fashion, your companions are affected by your decisions, and they’ll react accordingly. How you deal with their problems, respond to their concerns or consider their faction alignments will all affect their attitude toward you – upset them too much, and they might just leave or even turn against you. You may even develop a bond and start a romance.

Combat

When diplomacy fails or is simply out of the question... draw your blade and let steel speak! Mostly untamed, the island of GreedFall is filled with countless dangers – belligerent factions, fearsome beasts, and fantastical creatures – which may not always be reasoned with.

Your weapons and skills of choice determine your approach of combat. A large array of melee and ranged weapons, as well as magical powers, empower you to face and fight any threat you may encounter. The class-less progression system lets you freely choose the skills and perks that best suit your way to fight, whether that’s a focus on heavy armor and defense, slow and hard-hitting weapons, magic damage, ranged weapons, or any combination of all the skills and tools at your disposal!

Your companions give you a helpful hand during battle. Each is specialized in roles including healing, tanking, magic or simply dealing damage - you decide who fights alongside you, choosing the companions who best complement your playstyle – or simply those you most like at your side on the road!

http://greedfall.com/


When Focus Home Interactive and Spiders revealed Greedfall back in early 2017, we were intrigued with the apparent blend of a colonial aesthetic and supernatural elements, but the studio had been mostly absent on this title since then. At this year's E3 expo, we finally get a second look at this upcoming RPG with a new cinematic trailer.

Spiders has also updated the official website for Greedfall, giving a general overview of the game's components such as its story, setting, and RPG elements. One key element to Greedfall is that of diplomacy, in which six different factions inhabit the remote island with various objectives that may come into conflict.

Decisions made in the game will affect with factions the player will align with, which companions may join you, and also which characters you might be able to romance.

  • The Congregation of Merchants: A trading Nation ruled by prince merchants. They use their vast riches to gather power and increase their wealth.
  • The Bridge Alliance: Always seeking to learn more about the world and those around them, this nation believes science can explain everything and knowledge is power.
  • The Coin Guard: The main guild of mercenaries on the old continent. Military companies, bodyguards, paid assassins, combat instructors… they are hired by all the nations and important persons for their combat skills.
  • Thélème: A nation where magic users represent both religious and political power. Their mission is to preach the good word and convert the Islanders to their monotheist religion.
  • The Nauts: The only guild of navigators that can cross the high sea. They prosper thanks to their travels, helping other factions to cross the waves.
  • Islanders/Teer Fradean (Yecht Fradí in native language): They are native to the island of Teer Fradee. They are not a united faction, but all of them live in harmony with Nature, which they consider sacred. Some of them seem to have an even deeper, physical link to their environment, able to use elemental magic or to call for creatures. With colonization of the island underway, they must choose to be friend or foe to the new arrivals.
Greedfall is set to release in 2019 for PlayStation 4, Xbox One, and PC.

https://www.rpgsite.net/news/7359-greedfall-set-to-release-2019-e3-trailer


Originally announced back in February 2017, we haven't seen much of Greedfall over the last year-and-a-half. Even with a new cinematic trailer debuting at this year's E3 event, much of the game remains a mystery - especially with regards to how it plays. On the show floor, I got the chance to see a hands-off demo presentation for the supernatural colonial RPG and learn more about its premise.

Greedfall takes place during an alternate history of the 17th century, where a deadly, incurable disease know as Malichor Plague ravages the "old" continent. However, a remote island haven in the New World - known as Teer Fradee - has been spared of this malady while also housing a promise of riches. During the rise of colonialism, travelers with various background and motives begin to settle on this island, while ever-increasing tensions between a growing number of factions begin to emerge.

Although the demo presentation was quite short, it was clear to see that the relationship between factions will play a key role in Greedfall, both in how the narrative unfolds and its implementation into gameplay progression. Spiders, the developer, promises a high level of choice and freedom in how players approach the game, choosing between direct combat, civil diplomacy, deception, or other means to handle conflicts.

The player is put into the shoes of De Sardet, a male-or-female legate of the Congregation of Merchants, one of the game's six factions. Your cousin, Constantin De Sardet, is set to become governor of the colony of New Serene. Your task as his cousin is multifaceted: to search for a cure to the Malichor Plague, to play diplomatic relations with other settlers on the island, and to establish communications with the mysterious natives of Teer Fradee.

Some of the other factions include The Bridge Alliance, who settle the island in search of knowledge and scientific discoveries. There's also The Coin Guard, which is comprised of mercenaries hired for their combat and military skills. Of course, the Teer Fradean islanders will also play an important role in the RPG, who have a seemingly symbiotic relationship with nature, although the many islander tribes are not a unified group themselves.

The demo I experienced showed De Sardet teamed up with two companions. First was Siora, a native of Teer Fradee and daughter of a tribal queen. The other was Kurt, a weapons master and captain of the Coin Guard. Spiders explained that there are five companions in total, one representing each of the other five factions in on the island. They explained that depending on the various diplomatic choices made in the game, De Sardet's allegiances may vary, and could affect which companions may team up with you and maybe even which you'll be able to romance.

During our demo, Siora's tribe has not responded cordially with external invaders setting foot on their land, and her mother - a queen - has initiated hostilities with the foreigners. I saw De Sardet travel across a forested area with Siora in order to meet the tribe, attempt to make contact, and avoid more bloodshed. Unfortunately, negotiations failed before they ever started and the demo was soon thrown in a battle scenario.

When it comes to combat, the player controls De Sardet while up to two companions are AI-controlled. De Sardet can use a variety of weapons as well as some magical abilities, which seems to be related to the Malichor Plague. I was told that the companion characters cannot be directly controlled nor can their behaviors be adjusted. Instead, different companions are better suited for certain situations and can be swapped in&out of the party at campsites.

Combat in Greedfall has two distinct modes. The normal combat mode seems to be what you would normally expect from an Action RPG. Players control De Sardet in real-time, mixing quick attacks, heavy attacks, and special skills to vanquish foes. In addition to the usual damaging attacks, there will also be options for players who like dealing with status effects, items, and traps. Weapons can also be switched in real time. From my quick experience with this presentation, Greedfall's combat appeared to be fairly typical for an Action RPG, but it's difficult to judge based on a single encounter in a short demo.

A second combat mode is known as Tactical Pause, which turns the game into something a bit more turn-based. Here, gameplay is no longer real time and instead actions can be selected via a menu. Toggling between these two modes can seemingly be done at any time during combat, so it might be useful in certain situations to slow things down if the regular real-time combat becomes too overwhelming. Unfortunately, our look at this mode was very brief, so it was difficult to determine precisely how it all comes together.

To close things out, Spiders claims that there are over 100 skills to be found in Greedfall, and they are accessed via a skill tree. These abilities affect which weapons De Sardet becomes proficient in as well as most of his abilities arsenal. There are also attribute and talent menus, but we did not get a chance to see these during the demo.

There are also more than 80 quests found in the game, as well as a day/night cycle which affects both quest availability and enemy variety. Spiders promises that these quests will not be fetch-quests, but rather story-centric quests that can affect the narrative.

With a development team of around 40 people, Greedfall won't have the graphical fidelity or polish of a AAA RPG, but I'm still interested enough to keep an eye out for more information in the future. Unfortunately, I have had poor experiences with Spiders' games in the past, so I can't help but be a bit hesitant with what is being offered here.

Greedfall is set to release on PlayStation 4, Xbox One, and PC in 2019.

https://www.rpgsite.net/preview/7362-greedfall-impressions-from-e3-2018
 

Dodo1610

Arcane
Joined
May 3, 2018
Messages
2,160
Location
Germany
I remember they said we could choose to play as a male or female in this game, any info on the female protagonist? The male one looks really generic.
you will get to play 40 hours of cleaning the dishes, washing clothes, and taking care of children

Strange I didn't remember anyone complaining that BG1+2 had the option to play as a woman.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I remember they said we could choose to play as a male or female in this game, any info on the female protagonist? The male one looks really generic.
you will get to play 40 hours of cleaning the dishes, washing clothes, and taking care of children

Strange I didn't remember anyone complaining that BG1+2 had the option to play as a woman.
was BG1+2 set in 17th century colonial times?
 

Dodo1610

Arcane
Joined
May 3, 2018
Messages
2,160
Location
Germany
I remember they said we could choose to play as a male or female in this game, any info on the female protagonist? The male one looks really generic.
you will get to play 40 hours of cleaning the dishes, washing clothes, and taking care of children

Strange I didn't remember anyone complaining that BG1+2 had the option to play as a woman.
was BG1+2 set in 17th century colonial times?

No but it's obiviosly has as many fantasy elements as the Baldurs Gate . Greedfall is as true to the Baroque as BG is to the middles ages. They only use superficial elements from the historic setings and use those to create their own fantasy world.
 
Last edited:
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I remember they said we could choose to play as a male or female in this game, any info on the female protagonist? The male one looks really generic.
you will get to play 40 hours of cleaning the dishes, washing clothes, and taking care of children

Strange I didn't remember anyone complaining that BG1+2 had the option to play as a woman.
was BG1+2 set in 17th century colonial times?

No but it's obiviosly has as many fantasy elements as the Baldurs Gate . Greedfall is as true to the Baroque as BG is to the middles ages. They only use superficial elements from the historic setings and use those to create their own fantasy world.
D&D got it right the first time around
kstfgx.png
 

Heretic

Cipher
Joined
Dec 1, 2015
Messages
844
Ah, the noble savage strikes again

Islanders/Teer Fradean (Yecht Fradí in native language): They are native to the island of Teer Fradee. They are not a united faction, but all of them live in harmony with Nature, which they consider sacred. Some of them seem to have an even deeper, physical link to their environment, able to use elemental magic or to call for creatures.

Living in mud huts, hunting with spears, having not yet invented a wheel or a toilet... But so, so in harmony with [N]ature (notice the upper case).

This will be just another take on Risen, but taking itself more seriously. At least Piranha Bytes had somewhat serviceable gameplay.
 
Joined
May 8, 2018
Messages
3,535
Greedfall E3 2018 Preview

Greedfall was one of the most distinct and interesting games I was able to view while at E3 2018. This was a behind closed doors setup where I was able to watch a demo of gameplay and then could ask some questions about it. Greedfall is based around the search for this cure to a disease, the issue has left the homeland ravaged and now a variety of people are on this safe island. This takes place in the 17th century following a various selection of characters that interact with one another.

It's a dialogue heavy tale with many cinematic points. This is linear, yet somewhat open world in how it feels while being split across a series of hub areas. It's like Fable in that regard, with fast travel points in the form of fires. There are many things to see within the environments from random crazy creatures to gorgeous scenery. There's a full day and night cycle where some of these critters will only appear during certain times. You can even collect from small game and from the environment to use with potions or crafting.

greedfall1.jpg


The crafting system seems to have some depth to it, but we weren't really given too much of a look at it. The game is set to have more than 80 quests available throughout the tale and the more I saw of it, the more I was reminded of Fable according to my notes. This perhaps being a more mature version of that. There's a skill tree as well where you can choose how you want to play from the start. Things such as being magically enabled or say a warrior with skills, attributes and talents to unlock.

Another interesting element is a mix of how combat is presented, there's both gun focused combat and melee with swords as an example. I was somewhat impressed with the combat as well since they showcased a large scale battle with multiple enemies on both sides converging at once. After that we got another look at how this will be an interactive story with branches and a full reputation system. This comes into play with how you interact with the various mentioned factions. Greedfall is set to release in 2019 as a single player experience that will also be Xbox One X enhanced when it releases though no specifics were given.

http://www.articles.gamerheadquarters.com/greedfalle32018preview.html
 

Kyl Von Kull

The Night Tripper
Patron
Joined
Jun 15, 2017
Messages
3,152
Location
Jamrock District
Steve gets a Kidney but I don't even get a tag.
Ah, the noble savage strikes again

Islanders/Teer Fradean (Yecht Fradí in native language): They are native to the island of Teer Fradee. They are not a united faction, but all of them live in harmony with Nature, which they consider sacred. Some of them seem to have an even deeper, physical link to their environment, able to use elemental magic or to call for creatures.

Living in mud huts, hunting with spears, having not yet invented a wheel or a toilet... But so, so in harmony with [N]ature (notice the upper case).

This will be just another take on Risen, but taking itself more seriously. At least Piranha Bytes had somewhat serviceable gameplay.

The CEO of the company making this is named Rousseau, so of course the noble savage makes an appearance.
 

Elex

Arbiter
Joined
Oct 17, 2017
Messages
2,043
I am more hyped for this game than cybercunt or undead light 2.
these games are fine but when you finish them it's always a "meh" you can play them and have fun ignore all the small and big issue and limitation the game have buth then, they leave nothing memorable.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,177
Location
Bulgaria
I am more hyped for this game than cybercunt or undead light 2.
these games are fine but when you finish them it's always a "meh" you can play them and have fun ignore all the small and big issue and limitation the game have buth then, they leave nothing memorable.
I do have fondest memory from janky spider games than from most AAA open world action rpgs.
 
Joined
May 8, 2018
Messages
3,535
Greedfall Interview: Factions, Consequence System, Storytelling And More

Greedfall wants to take you to its island, set you up with choices, then figure out your path to victory.

We finally had a chance to see some extensive footage of Greedfall from the developers at Spiders at this year’s E3. It’s an interesting take on a faction-based open-world where choices are vast as the title tries to deliver a fresh take on the common gameplay mechanics. We had a chance to sit down with Lead Writer of Greedfall, Jehanne Rousseau to ask her a few burning questions we had.

Greedfall looks to be a very ambitious game, where it’s seeming like literally everything the player will do and every quest they will undertake will somehow impact the rest of the game and all the other quests. Have you looked at any games that have accomplished something similar in terms of consequences and branching storytelling that have served as inspiration, or helped you with working on structuring and balancing?

We took inspiration from plenty of games. With our team at Spiders, we’re big RPG fans. I’ve been working in the video game industry for 20 years, I’ve been playing nearly all the RPGs since then. It’s difficult to tell you exactly what ones were the exact influence; I think it’s a mix of different things. For example, the faction system was probably inspired by Fallout — not the last one. I think it’s a mix of plenty of things. Of course we are still looking at recent games such as The Witcher 3.

I used to love Bioware games, but the last one was a bit disappointing. So I don’t want to talk to much about them. I don’t know of any games that have that many factions and consequence systems. It’s really a mix of plenty of things. And after a while it’s difficult to say where the ideas are coming from exactly. We just really love RPGs, we love the choices the game offers to the player. We’re trying to do our best with our team to reflect that.

The game is designed for a multiple endings depending on the deep narrative and choices you’ll be making along the way. How many endings does the game have?

It’s difficult to say. I would say mainly there are three types of endings. But you can also have the consequences of a lot of other choices. The main [endings] will look a little like the others. For example, the fact that some companions can leave the group, betray you, leave very early in the game, depending on your choices, of course this will change the way you will experiment the endings. So, your relationship is dependent on the faction. So, there are plenty of subtle differences from one to the other. But I think there are mainly three big paths you can find at the end.

With a game that is as focused on character development and narrative as this one is, writing obviously has to be top notched? How are you making sure that Greedfall doesn’t disappoint in that area?

It’s a lot of trying and re-trying. We are working with some play-test groups that come and try the game. Of course, Focus Home Interactive, our publisher is helping us at this point. Working with some of the teams on their side to get a lot of different feedback on different skills: on the fighting, balance, but also on the different consequences. So, it’s something we can’t handle alone and we need some help. We need the publisher and the help of the players.

It’s been stated that characters in the game will react to you differently based on whether you’re more prone to using combat or stealth. Does that mean combat is always avoidable, if players should want to choose stealth instead? Are there boss fights in the game that can be avoided this way?

It’s not always stealth. We try to have different solutions to solve the quest. Stealth can be an option in one case, and combat can also be another option. Sometimes you can also bribe [your enemies], or you can have people change their point of view. Or in some case you can craft some items to exchange. It’s not always stealth or combat. It’s not a stealth game, there are plenty of different solutions. We’re really letting the player decide how to handle the situations. Some combat [situations] won’t be avoidable, but we really want some quests to be solved in different ways. You’ll have to fight at some moments in the story, but it’s not always the case. It’s not a bad solution to choose something else.

Will siding with different factions also provide significantly different advantages and disadvantages from a gameplay perspective?

I think it’s not about advantages or disadvantages. It’s more about — I guess, it’s more about what we [players] want. We would prefer the player to choose because of the philosophy. We want him or her to enjoy the experience. It’s a role playing game. We want people to be able to role play.

What are you most excited about for players to see in the game?

I think that’s the discovery [aspect] of this island. Each village, each creature has its own story. All these details and the lore we’ve written…I think all of this is resulting into a deep universe, we hope that the players will enjoy. We hope they enjoy the discovery and exploration of this island, and the journey more than just the end of the game.

https://gamingbolt.com/greedfall-interview-factions-consequence-system-storytelling-and-more
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,566
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Don’t know how much of a difference faction choice will make or how reactive any of the C&C will be, but I am happy that they didn’t say 87 endings or some crap.
 

Heretic

Cipher
Joined
Dec 1, 2015
Messages
844
Strong native womyn

Lovely skill tree with innovative abilities like
"Bloodthirsty Fury: Vanquishing an enemy with a normal attack with a light blade increases fury by 20"
"Hard Kick: Increases stun from kicks by 50"

Spiders = One trick pony that will never learn anything new.
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
Like just about every other Spiders games, I think it's a "looks worse than it feels" situation. Unfortunate that the story appears to be almost entirely this lame Goody Two Shoes Noble Savages vs Evil Colonizers type of deal that I talked about pretty early on in the thread. Really not a fan of that at all. I hope you can choose who to join, but that remains to be seen I suppose.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom