Greedfall

Meat Target

The Ooperator Protects
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Jun 24, 2020
What did you think of it?

I've been enjoying it, as the fantasy colonial era is a fresh new setting. At the same time, I'm getting tired of playing nice with all the factions because muh diplomacy. I'm especially sick of running errands for the natives (it's not full-on woke, but so far the Noble Savage drivel is laid on thick).
 
Reminded me of jank-ish pre-EA Bioware games, like KOTOR and DAO, which I found charming and have missed. I know some people who didn't give it a real chance because it wasn't AAA enough. Also reminds me a bit of Vampyr, which I recommend.

Greedfall is way more fun if you play it "wrong". The main story changes and branches in fun ways if you DONT do all the side quests. Off the top of my head, I can't think of any other games that reward you for not even doing side content, but this game treats it like a valid narrative choice. And I liked that I could side with factions and basically be a Conquistador.
 
Greedfall is way more fun if you play it "wrong". The main story changes and branches in fun ways if you DONT do all the side quests. Off the top of my head, I can't think of any other games that reward you for not even doing side content, but this game treats it like a valid narrative choice. And I liked that I could side with factions and basically be a Conquistador.

So is that how you get more choice? It feels like I have to placate everybody and there are no real choices.
 
So when does that begin? I'll be sore in the ass if it's just another Pocahontas/Dances With Wolves/Avatar rehash.
I think I remember them apologizing for making this game... so... I don't think it's gonna happen.
 
So is that how you get more choice? It feels like I have to placate everybody and there are no real choices.

Yeah, its how you get more choices, by actually not placating everyone and not doing everything for them. If you play it like you expect these games to work, it railroads you. It actually treats doing and not doing things in gameplay as choices, instead of just dialog choices. Choosing to attack and kill some hostile rando NPCs that seem like rando fodder can actually turn out to change the story, and you'd not realize if you went around them things would unfold different, because we're so used to being given some dialog wheel paragon/renegade thing to determine all choices. We're used to "not siding with someone" being saying "No." in dialog, rather than just... not doing their quest, and then later in the main story the quest gets marked as failed and THEN they treat you like you declined them. You do get some typical dialog select choices though. There's massive changing of the main story and branching based on not doing sidequests and having low rep with certain factions. You can end up dicking around doing fetch quests for too long like Hinterlands in Inquisition, but I highly recommend only doing quests for people you like and agree with, and then progressing the main story.

Basically the game is a series of chapters or acts, and each time you progress and that timeframe of sidequests go away, the consequences of what you did, how you did it, and what you didn't do, all happen, changing the next chapter/act, similar to Vampyr.

The story also shows ways all sides are both right and wrong, instead of just "Colonials Evil; Natives Pure".

Also, there's a lot of interesting and varied ways to solve problems and quests, that you're never actually presented with. For example, often you're not told you can sneak around instead of fighting your way in, but if you do, the story will actually acknowledge it. But there's also stuff like choosing to go talk to an NPC and tattle on questgivers and stuff, but the game doesn't mark and tell you about all the options you really have, so its easy to go through your first playthrough and think you don't have options, when really you just don't realize how much your choices in gameplay are affecting things. Also, not always getting immediate reactions, but then a couple chapters later is when some NPCs react and consequences happen.
 
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I really liked this game. Nice change of setting and the companion characters were well written, especially their personal side quests.

Some spoilery discussion...
holy shit that plot twist caught even me by surprise. I was expecting the plague thing with constantin but not this. Thankfully I had done his sidequests early so he didn't kill me or himself but I watched that possibility on youtube and it was intense.
 
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So when does that begin? I'll be sore in the ass if it's just another Pocahontas/Dances With Wolves/Avatar rehash.
It isn't, but it's not going to be some "BASED" power fantasy where you get to just murder all the natives and get treated like a hero for doing it, either.
 
It isn't, but it's not going to be some "BASED" power fantasy where you get to just murder all the natives and get treated like a hero for doing it, either.
And that's not even what I'm necessarily asking for. Just to have some agency, instead of a Mass Effect/Fallout 4 ending.
 
Yeah, its how you get more choices, by actually not placating everyone and not doing everything for them. If you play it like you expect these games to work, it railroads you. It actually treats doing and not doing things in gameplay as choices, instead of just dialog choices. Choosing to attack and kill some hostile rando NPCs that seem like rando fodder can actually turn out to change the story, and you'd not realize if you went around them things would unfold different, because we're so used to being given some dialog wheel paragon/renegade thing to determine all choices. We're used to "not siding with someone" being saying "No." in dialog, rather than just... not doing their quest, and then later in the main story the quest gets marked as failed and THEN they treat you like you declined them. You do get some typical dialog select choices though. There's massive changing of the main story and branching based on not doing sidequests and having low rep with certain factions. You can end up dicking around doing fetch quests for too long like Hinterlands in Inquisition, but I highly recommend only doing quests for people you like and agree with, and then progressing the main story.

Basically the game is a series of chapters or acts, and each time you progress and that timeframe of sidequests go away, the consequences of what you did, how you did it, and what you didn't do, all happen, changing the next chapter/act, similar to Vampyr.

The story also shows ways all sides are both right and wrong, instead of just "Colonials Evil; Natives Pure".

Also, there's a lot of interesting and varied ways to solve problems and quests, that you're never actually presented with. For example, often you're not told you can sneak around instead of fighting your way in, but if you do, the story will actually acknowledge it. But there's also stuff like choosing to go talk to an NPC and tattle on questgivers and stuff, but the game doesn't mark and tell you about all the options you really have, so its easy to go through your first playthrough and think you don't have options, when really you just don't realize how much your choices in gameplay are affecting things. Also, not always getting immediate reactions, but then a couple chapters later is when some NPCs react and consequences happen.
I don't know about that, if you finish the main storyline plus the sidequests the game basically goes full primitivist.
One of the Theleme quests reveals that their Jesus later converted to the native religion because he realised that his Sun god was only one aspect of en on mil frictomen. Said volcano god reveals to you that the Malichor is actually a manifestation of the kind of ambition that results in civilization being built, which is all but confirmed in the "Island for sale" ending where the Malichor emerges on the island once it's sufficiently colonised. The natives' only fault is a little xenophobia and an idiotically exploitable succession system, and the xenophobia is justified when you find out that they had been invaded before by a bunch of rapacious assholes from the same country that your character represents. You could interpret this as revisionism by said natives by the Nauts also confirm that the rulers of that expedition were so evil that even their own workers revolted against them. Also it turns out your character (who like most RPG protagonists is the only one who improves things in the setting) is a full-blooded native born from some captive. The "best" ending is getting the Doneigada to come to the Continent and teach them how to live right, that's the only cure.
 
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