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

Joined
Aug 10, 2019
Messages
1,308
Yes the Shekel Guard character will serve my self-enriching agenda nicely. :keepmyjewgold:
 

Darkwind

Liturgist
Patron
Joined
Aug 1, 2019
Messages
513
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
One of the devs has been answering questions on resetera!

Thank God! This confirms my main concern about the game which is would it be representative and woke enough in 2019. If I can't play a chick with a d-ck then I see very little point in supporting such an unrepresentative game. Although with a name like Greedfall maybe I can at least play a money lender with a full usury skill tree?
 

Dodo1610

Arcane
Joined
May 3, 2018
Messages
2,160
Location
Germany
Escapist magazine interview https://www.escapistmagazine.com/v2...ll-to-fill-bioware-void-ceo-jehanne-rousseau/

Spiders Wants GreedFall to Fill the Void Left by BioWare
Talking with Spiders CEO Jehanne Rousseau about navigating the divided world of GreedFall

Like many RPG fans, Spiders CEO Jehanne Rousseau loves BioWare’s classic Mass Effect, Dragon Age, and Knights of the Old Republic games but was disappointed by the developer’s recent work. She still hopes the company can return to its roots, but for now her team is working to make the games they want to play.

“We are creating them now not to replace [BioWare] but to fill the void in some ways,” Rousseau said. “We can’t really compare. We don’t have the same size teams and budget, but we really try to continue creating games we love. We hope that players will like it and that players that enjoyed playing story-driven RPGs like the games from BioWare will enjoy playing GreedFall.”

Set to release on Sept. 10, GreedFall is set in a fantasy world inspired by the 17th century colonization of the Americas by European powers. Rousseau said she chose the setting to emphasize exploration and politics.

“I didn’t want to do classical heroic fantasy, which is mostly inspired by medieval times, because I’ve seen too much of that,” she said. “I love Tolkien, but it’s a little overused and we wanted something new. Our art director began drawing some amazing costumes and landscapes with people with long coats. We were very quickly convinced and began creating this universe based on that.”

Players will be part of the Congregation of Merchants, a group focused on commerce and diplomacy, and will have to navigate the interests of the game’s other factions: the theocratic Theleme, scientifically focused Bridge Alliance, Coin Guard mercenaries, seafaring Nauts, and the natives of the contested island of Teer Fradee.

“By doing some quests and talking and discussing with the different factions’ leaders you will be able to influence the relationship of your faction toward them and them towards your faction,” Rousseau said. “You can even, through some sidequests, influence their point of view and their philosophy.”

No faction is a monolith, and player decisions affect which sub-faction will be ascendant. When working with Theleme, players can side with the Inquisitors, who take a hardline convert-or-die approach to the natives, or with the Missionaries, who believe that they will eventually win converts to their faith by living peacefully with the locals. Some native clans believe that they can profit from the riches and weapons the settlers brought with them, while others want to drive them back into the sea.

“There are no really good guys,” Rousseau said. “There are some good people amongst these factions, but it’s very difficult to say that a whole faction is good or bad. They are a mix of different things.”

The player’s relationship with the factions will be in part shaped by the game’s five companion characters, who will support the player character in combat, crafting, and diplomacy. Players will have two companions accompanying them at a time, and choosing whom to bring along can affect quest outcomes, since companions can provide vital information about their own factions but will get a hostile reception if you bring them to meet an enemy leader.

“You should be careful about your team not only for the fights but also for the discussions,” Rousseau said.

Opposing a companion’s faction too many times can cause them to become unfriendly to you or even leave the party. But bolster their relationships enough and you could get romantically involved. Four of the companions can be romanced, and two of the characters will be open to homosexual relationships.

“Doing an historical game and allowing same-sex romance was a real question,” Rousseau said. “I wanted to have some because I think it’s important to players that we have this. Spending some time to read some history about sailors at the time and some real native people from different regions of the world, some of these people were allowing same-sex marriage at the time and sailors were able to marry on the ships.”

GreedFall is by far the biggest game Spiders has worked on. The developer’s 2013 cyberpunk RPG Mars: War Logs took nine months and €600,000, while GreedFall has taken three years and €5 million. The team also expanded from 35 to 50 people during the development.

“It’s still small,” Rousseau said. “We’re not BioWare or CD Projekt and we know that. But for us it’s a big step.”

One of the ways Spiders has been able to keep growing is by building on past work. The companion, crafting, and inventory systems in GreedFall are borrowed from the developer’s 2016 action RPG The Technomancer, but the new game will have more open levels and a story mode at launch that will make fights very easy for players just looking to experience the plot. The combat system has been reworked for better balance and to allow players to pause and gain more information about their enemies. The bigger budget also allowed for significant improvements in animation, including the use of motion capture.

Rousseau has also taken lessons from other RPGs when shaping GreedFall’s mechanics. Rather than a true open world, players will move between zones in a way that resembles Dragon Age. While a few areas will be gated based on plot events, players will be able to go almost anywhere once they complete the prologue, but that doesn’t mean you should since you might wind up facing enemies that are much too powerful for you.

“You don’t have the feeling of progress if the monsters are also progressing,” Rousseau said. “I remember years ago I was playing Oblivion and I was so disappointed to see that the monsters were level scaling. After a while you could meet some rats that were level 45 and it was so boring.”

Follow the main quest and you’ll mostly encounter monsters of your character’s level, and if you stay on the main road you should be relatively safe even in higher-level areas. But Rousseau said avoiding level scaling also builds on GreedFall’s themes.

“Using stealth, you can discover some hidden treasures even if you should not be in that area,” she said. “This is something that can be rewarding for the player to encourage them to discover and to explore.”

Spiders is currently in the process of being acquired by Bigben Interactive, and Rousseau is excited by the prospect of having a larger company fund her 11-year-old studio’s growth.

“I’m more a creator,” she said. “I’m someone who’s designing a universe and characters. I took the job because no one else wanted to do it. I will still lead the studio, but I won’t have to spend that much time doing financial negotiation with external people.”

Bucking the games-as-service trend, Spiders has no plans to release DLC to go with GreedFall. Instead Rousseau said they’re already working on concept art and the universe for their next game.

GreedFall will release on Sep. 10 for PC, PlayStation 4, and Xbox One.
 
Last edited by a moderator:

Squid

Arbiter
Joined
May 31, 2018
Messages
536
Wait September 10th?! I haven't heard anyone mention this game besides seeing a trailer for it at E3 or something.

Also no GOG release? I probably would have to run this on very low settings but still rage. :argh: I'd be waiting if it did release on GOG.
 

Max Edge

Guest
Omg amazing I'm so going to buy this game (and it sooo lewks like the Valians style in Pillars of Eternity so you could even recreate Pallegina
QSGbFWI.png
QSGbFWI.png
QSGbFWI.png
)



Yeah I can't even with rpgs that don't let me play as a fierce girl.

Define "fierce".:ziets:
 

RepHope

Savant
Joined
Apr 27, 2017
Messages
400
Escapist magazine interview https://www.escapistmagazine.com/v2...usseau/?utm_source=dlvr.it&utm_medium=twitter

Like many RPG fans, Spiders CEO Jehanne Rousseau loves BioWare’s classic Mass Effect, Dragon Age, and Knights of the Old Republic games but was disappointed by the developer’s recent work. She still hopes the company can return to its roots, but for now her team is working to make the games they want to play.

“We are creating them now not to replace [BioWare] but to fill the void in some ways,” Rousseau said. “We can’t really compare. We don’t have the same size teams and budget, but we really try to continue creating games we love. We hope that players will like it and that players that enjoyed playing story-driven RPGs like the games from BioWare will enjoy playing GreedFall.”

Set to release on Sept. 10, GreedFall is set in a fantasy world inspired by the 17th century colonization of the Americas by European powers. Rousseau said she chose the setting to emphasize exploration and politics.

“I didn’t want to do classical heroic fantasy, which is mostly inspired by medieval times, because I’ve seen too much of that,” she said. “I love Tolkien, but it’s a little overused and we wanted something new. Our art director began drawing some amazing costumes and landscapes with people with long coats. We were very quickly convinced and began creating this universe based on that.”

Players will be part of the Congregation of Merchants, a group focused on commerce and diplomacy, and will have to navigate the interests of the game’s other factions: the theocratic Theleme, scientifically focused Bridge Alliance, Coin Guard mercenaries, seafaring Nauts, and the natives of the contested island of Teer Fradee.

“By doing some quests and talking and discussing with the different factions’ leaders you will be able to influence the relationship of your faction toward them and them towards your faction,” Rousseau said. “You can even, through some sidequests, influence their point of view and their philosophy.”

No faction is a monolith, and player decisions affect which sub-faction will be ascendant. When working with Theleme, players can side with the Inquisitors, who take a hardline convert-or-die approach to the natives, or with the Missionaries, who believe that they will eventually win converts to their faith by living peacefully with the locals. Some native clans believe that they can profit from the riches and weapons the settlers brought with them, while others want to drive them back into the sea.

“There are no really good guys,” Rousseau said. “There are some good people amongst these factions, but it’s very difficult to say that a whole faction is good or bad. They are a mix of different things.”

The player’s relationship with the factions will be in part shaped by the game’s five companion characters, who will support the player character in combat, crafting, and diplomacy. Players will have two companions accompanying them at a time, and choosing whom to bring along can affect quest outcomes, since companions can provide vital information about their own factions but will get a hostile reception if you bring them to meet an enemy leader.

“You should be careful about your team not only for the fights but also for the discussions,” Rousseau said.

Opposing a companion’s faction too many times can cause them to become unfriendly to you or even leave the party. But bolster their relationships enough and you could get romantically involved. Four of the companions can be romanced, and two of the characters will be open to homosexual relationships.

“Doing an historical game and allowing same-sex romance was a real question,” Rousseau said. “I wanted to have some because I think it’s important to players that we have this. Spending some time to read some history about sailors at the time and some real native people from different regions of the world, some of these people were allowing same-sex marriage at the time and sailors were able to marry on the ships.”

GreedFall is by far the biggest game Spiders has worked on. The developer’s 2013 cyberpunk RPG Mars: War Logs took nine months and €600,000, while GreedFall has taken three years and €5 million. The team also expanded from 35 to 50 people during the development.

“It’s still small,” Rousseau said. “We’re not BioWare or CD Projekt and we know that. But for us it’s a big step.”

One of the ways Spiders has been able to keep growing is by building on past work. The companion, crafting, and inventory systems in GreedFall are borrowed from the developer’s 2016 action RPG The Technomancer, but the new game will have more open levels and a story mode at launch that will make fights very easy for players just looking to experience the plot. The combat system has been reworked for better balance and to allow players to pause and gain more information about their enemies. The bigger budget also allowed for significant improvements in animation, including the use of motion capture.

Rousseau has also taken lessons from other RPGs when shaping GreedFall’s mechanics. Rather than a true open world, players will move between zones in a way that resembles Dragon Age. While a few areas will be gated based on plot events, players will be able to go almost anywhere once they complete the prologue, but that doesn’t mean you should since you might wind up facing enemies that are much too powerful for you.

“You don’t have the feeling of progress if the monsters are also progressing,” Rousseau said. “I remember years ago I was playing Oblivion and I was so disappointed to see that the monsters were level scaling. After a while you could meet some rats that were level 45 and it was so boring.”

Follow the main quest and you’ll mostly encounter monsters of your character’s level, and if you stay on the main road you should be relatively safe even in higher-level areas. But Rousseau said avoiding level scaling also builds on GreedFall’s themes.

“Using stealth, you can discover some hidden treasures even if you should not be in that area,” she said. “This is something that can be rewarding for the player to encourage them to discover and to explore.”

Spiders is currently in the process of being acquired by Bigben Interactive, and Rousseau is excited by the prospect of having a larger company fund her 11-year-old studio’s growth.

“I’m more a creator,” she said. “I’m someone who’s designing a universe and characters. I took the job because no one else wanted to do it. I will still lead the studio, but I won’t have to spend that much time doing financial negotiation with external people.”

Bucking the games-as-service trend, Spiders has no plans to release DLC to go with GreedFall. Instead Rousseau said they’re already working on concept art and the universe for their next game.

GreedFall will release on Sep. 10 for PC, PlayStation 4, and Xbox One.
“Next universe”? Interesting. Sounds like they’re already working on a new IP. I wonder if they’ll return to Greedfall if it proves to be a success?
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
Omg amazing I'm so going to buy this game (and it sooo lewks like the Valians style in Pillars of Eternity so you could even recreate Pallegina
QSGbFWI.png
QSGbFWI.png
QSGbFWI.png
)



Yeah I can't even with rpgs that don't let me play as a fierce girl.

Define "fierce".:ziets:

Being fierce is like being totally snatched. It’s when your strobing is lit and your strong brows are tinted and brushed up. It’s when you attack in hockey and are completely flawless when you hit the ball and score with the help of your girl gang with your totally matching slicked back ponytails. Being fierce is being totally confident. Hope that helps!
 

Max Edge

Guest
Being fierce is like being totally snatched. It’s when your strobing is lit and your strong brows are tinted and brushed up. It’s when you attack in hockey and are completely flawless when you hit the ball and score with the help of your girl gang with your totally matching slicked back ponytails. Being fierce is being totally confident. Hope that helps!

Now I understand
Sounds like this feel of warm air during jump skiing in Oberstdorf, when you flying and midges band play "Enola Gay" on live from stage.
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
6,910
Location
Devlet-i ʿAlīye-i ʿErdogānīye
I hope the technical part is too, like GUI, controls and overall presentation. I tried to play dragon's dogma but it was janky as hell. This one looks like dragon's dogma except early modern european, it is made by the French so I am going to assume those aspects shouldn't be janky like the Japanese console games.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,437
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Nobody posted this: https://forums.focus-home.com/topic/41248/devblog-combat




Hi everyone,

Welcome back to our devblog series dedicated to GreedFall – the one-of-a-kind RPG developed by Spiders and coming to Playstation 4, Xbox One, and PC on September 10.

We’re taking a look at this new world, specifically created for GreedFall, with Sebastien Di Ruzza, Lead Game Designer at Spiders.

Develop your own fighting style


Forging your destiny and being free to progress through the world in your own way is crucial in GreedFall. You can resolve situations in many ways and combat isn’t always the best solution. Fights are sometimes entirely avoidable by using talents. If your playstyle is aggressive and you tend to prefer combat to other options, it can directly affect your relationships with other factions.

The skill tree is divided into three main parts: the warrior tree allows you to use all one-handed and two-handed melee weapons while also raising your resistance to physical damage. You are never locked into a path once you invest in it, and you are free to switch from one discipline to the other as you wish. Eager to focus on fire weapons, grenades or creating traps and blade coatings? The technical tree is the right one for you! Fantasy aficionados will enjoy the magic tree, granting access to spells (such as healing, or Stasis, a spell that briefly locks enemies in time) and magical rings for ranged combat.

The skill tree is open, meaning that it enables you to truly choose what to kind of combat you want to specialize in. If you are fond of both weapons and magic, you can decide what to upgrade in your skill tree and end up with a protagonist able to juggle between magical rings and melee weapons. Alternatively, you can choose to specialize in only one type of weapon or even focus on the sciences to get better at brews, potions, explosives, and traps.

Prepare and craft your gear for combat

During combat, you will have access to two sets of weapons which you can freely switch between. A wide range of equipment and weapons will be available, and through crafting, you will be able to further customize and enhance your gear to not only change their looks but also their stats.

Attributes raise passive stats and enable you to use better equipment and more powerful weapons. This enables you to re-specialize several times in order to mix up fighting styles and try different approaches to combat in the same playthrough. GreedFall encourages you to use your own personal approach to combat, thanks to customized equipment and the optional tactical pause.


Don’t forget your companions during combat
You can’t control your companions during combat in GreedFall but you will be able to compose a team to complement your own fighting style and approach in combat. Every companion brings something different to the table and has their own archetypal combat style, along with a unique opening move and special attack. Companions will also advise you when you’re in danger or running out of mana. As you level up, you’ll be able to switch out your companions’ weapons, allowing you to further tailor your team to your needs. Make sure to have healing potions handy in case one of them falls in combat!

Choosing your companions is a crucial part of the combat but also the story. Consider your companions’ loyalties and faction before charging them into battle, since they might not always agree with your actions. You will be able to anticipate events more and have more options to resolve conflicts if your team actively supports you.

Stay tuned for more insights about the development of GreedFall in our next articles! GreedFall releases September 10 on Playstation 4, Xbox One and PC. http://greedfall.com/
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,472
I'm repeating what others have said, I know, but the only possible redeeming feature this game might have is giving you the option to cleanse the land of natives.

Since it's being made by the French I'm not particularly optimistic this will be an option, or if it is the game will likely keep trying to make the player feel bad about it.
 
Joined
Feb 20, 2018
Messages
999
Spiders always make really interesting looking games that I then regret taking a chance on. They're impeccable at creating interesting settings but have problems with sustaining pacing in their writing and creating an actual game. The game itself always becomes an uninspired grind. Just because someone threw some money at them this time doesn't inspire any more confidence in me than before.
 
Last edited:
Joined
Feb 20, 2018
Messages
999
I fail to see the point of creating a new and unique setting only to make all of the companions humans.
Even Bioware with all their faults sought to include people from many different cultures within the context of their setting. Dare I say it, they wanted a diverse party. Not just a bunch of boring ambiguously racial humans.
 

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