I've just left Sérène and I have some thoughts on this game.
Consider me uncultured, but I really try to actively avoid nu-cRPGs whenever I can, I played very little Inquisition for example (and like half an hour of DA2). What really struck me then was how mediocre agency I have as a player when it comes to roleplaying my De Retardet (who has no name mind you) (and who I made as Aryan lookin’ as I could, to make forthcoming colonising of natives more realistic and aesthetically pleasing). For example let’s consider aforementioned Bridge Alliance (what a name for a nation they chose for themselves indeed) embassy quest. When you confront the alchemist player character chooses for you the basic course of action: you are essentially lawful (De Retardet says outright without player’s input that alchemist’s play must end) and you can do jack shit ‘bout that. What if I would like to let the guy continue his practice? He after all says that he tests his “cure” on people to perfect the formula. Yes, people will lynch him in no time, but whatever, why should I care? Perhaps they won’t? Perhaps he would really find something out?
Yes, there is some choice as to how resolve quests, the one I’m describing included, but some fundamental decisions are premade and it shows in other cases as well. I as a player had no choice as to what to talk about with my character’s mother, my Aryan coloniser absolutely respects his former nigga teacher (“master”) and can’t talk no shit to him, I can’t shit-talk my retarded cousin who also absolutely deserves that, and so on and so forth.
What’s more I can’t refuse quests at times, which is beyond insane, but I guess I’m not used to games these days. Dialogue options are mainly limited to lore-wankery, and said lore is bland to be frank. Nations are typical faction-stereotypes. There are scientifically advanced sandniggers who are at literal and metaphorical war with zealots with Latin names, cardinals and so on. Both of the factions, and they have quests to show that (they are identical when it comes to design: original premise based on the faction’s core idea shown through darker lenses throughout the quest’s progress), are “morally grey”, and other groups which are featured through narration (like magical gypsy-seafarers called fuckin’ Nauts...) are also portrayed as such. Worldbuilding is in general typical modern fuckin' shit: all races are represented, sexes have equal rights (Latin faithfags have mother-cardinals), typical current year settingmaking.
I guess it’s good, but that’s also quite predictable. Game is just awfully written, but then again I’m not used to modern style interactive cinematics. I also hate combat, but I’m not gonna complain, some folks dig that style I don’t, de gustibus blah blah.
EDIT: Someone wrote here that game gave him/her/it/this dog Witcher 2 vibes. This is correct in my case as well. This game looks and plays like cheap man's Inquisition modeled in it's core as a blend of Witcher 2 and Gothic.
EDIT2: There's also one more thing which will probably make me play this game all its flaws notwithstanding. It’s clearly 17th century and I dig early modern European period, not many games in that style.
EDIT3: It just dawned on me. Imagine that in New Vegas you start in Goodsprings and in there you find like, well let's be generous, not buildings with embassies of all factions, but people who represent them. And they tell you the idealised version of their faction's core, and then give you a quest through which you learn that oh boi it's not all so dandy! That's 'bout how subtle GreedFall is right now.
EDIT4: Yes white soybois tag with racism, please do it more, let's farm the shit out of it.