Agrega una trama en tu idiomaDe Sardet, a noble of the Merchant Congregation, prepares to travel to the newly-settled island of Teer Fradee. De Sardet's cousin, Prince Constantin d'Orsay, has been named governor of New ... Leer todoDe Sardet, a noble of the Merchant Congregation, prepares to travel to the newly-settled island of Teer Fradee. De Sardet's cousin, Prince Constantin d'Orsay, has been named governor of New Serene, the Congregation's capital on the island, with De Sardet to act as his Legate. The... Leer todoDe Sardet, a noble of the Merchant Congregation, prepares to travel to the newly-settled island of Teer Fradee. De Sardet's cousin, Prince Constantin d'Orsay, has been named governor of New Serene, the Congregation's capital on the island, with De Sardet to act as his Legate. The Congregation hopes that the exotic environment of Teer Fradee will yield a cure for the m... Leer todo
- Premios
- 1 nominación en total
- Kurt
- (voz)
- …
- Vasco
- (voz)
- …
- Siora
- (voz)
- …
- Petrus
- (voz)
- …
- Aphra
- (voz)
- Governor Burhan
- (voz)
- (as Tim Watson)
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- Chief Ullan
- (voz)
- …
- Daren
- (voz)
- …
- Aidan
- (voz)
- …
Opiniones destacadas
One of the first things to draw my attention was the basic errors in subtitles' spelling and grammar. Two examples I noted were the misspelling 'sollicit', and the use of 'rebel rousers' instead of 'rabble rousers' - amateurish, easily correctable mistakes.
Some of the side-quests are fairly interesting, but a large amount of your questing time will be spent running between NPCs. This has driven me from other games in the past, and it's done so once again with GreedFall.
The lore has some potential, but I don't think it is introduced very effectively to the player. The term 'lore dump' would be an apposite description of what the player is subjected to in the first minutes of gameplay. A more informative opening cinematic would help here.
The combat is serviceable but becomes repetitive fairly quickly, and dialogue sequences are consistently verbose.
All things considered, the interaction of 17th-century New World and European fantasy aesthetics is very refreshing, but as an RPG GreedFall quickly falls flat.
During the game, we control the protagonist whose main mission is to find a cure for a disease that is destroying the Old World. In the adventure, we must make every effort not to put either the natives or the colonizers in too much danger. The decisions we make affect not only the distribution of power on the island, but also how your history will unfold. GreedFall starts with character creation, including gender selection and a few basic traits. The producers have included a development system that doesn't divide the character into classes. This means that more than a hundred skills can be unlocked, allowing you to tailor the protagonist to your individual play style.
The main elements of the story are quests, which can be completed in various ways. While there's nothing to stop problems that arise in missions from being solved by force, stealth or relying on your hero's diplomatic skills often yields better results in missions. The path we choose and which side we support in a conflict affects not only our reputation, but also the local geopolitical situation. In addition, the choices we make have an impact on which of the adventure's potential companions will decide to join us and their subsequent attitude towards the protagonist. It is possible to build relationships with our companions that cause both romance and hostility.
When it comes to battles with enemies, both humans and monsters called Guardians stand in our way. In combat, we use weapons and firearms, which we can upgrade using an extensive crafting system, and the same goes for armoring elements. Magic also comes in handy. As for the game's graphics, the three-dimensional GreedFall graphics are pleasing to the eye. While working on the visuals, the developers modeled their work on baroque artworks. Greedfall offers an average of 40-50 hours of gameplay with all side content. In addition, there are a total of five different endings.
The main character is the Legate of the Merchant Congregation, named De Sardet (either male/female, with options to customize appearance) who is chosen to serve their cousin Constantin D'Orsay in the new settled colony of the island of Teer Fradee, as well as seek out a cure for the horrific plague called the Malichor spreading across the lands.
Greedfall was pretty different from other games of the fantasy adventure RPG genre, namely because, although there is some strong fantasy aspects (fictional world and races, magic usage, mythic creatures, spirituality, lore etc.) there is less focus on fantasy elements so much as it focuses on human connection and interaction. Bridging the divides, understanding other cultures and politics, resolving conflict etc. This game is very racially and ethnically diverse and focuses heavily on social political cultural diplomacies rather than merely battling monsters and thoughtlessly exploring and questing. For some, that specific edge of realism (shall we say?) gives the game an edge over others and makes the game far more compelling in many ways. For others, it might make it feel slow or unexciting. Less action/suspense etc.
If I have to complain, a few downfalls would have been fairly smaller issues, such as too few cutscenes / main story quests, some repetitive side quests, too few city quests and scenes, limited melee moves and skills (compared to magic, firearms, traps etc), repetitive creature fights (not the boss fights but the general creatures you fight while traversing the wilderness began to feel tedious. You fight so many of the same creatures. Ie. Bats, wolves, etc.), lack of alternative transport such as mounts etc. (there are carriages and fast travel points but some kind of mounts or speed running/teleportation ability might have spiced up traveling esp. Through extended wilderness maps. Felt like half the game was walking/running.), minor lip syncing / animation improvements etc. Lastly, repetition in city design (ie palace layout and coin guard barracks etc.).
While there were times that it did feel a bit slow, overall I really enjoyed it and more than that, I appreciated the mentality behind it. The world building, the concepts, the diversity, the characters and plots. I loved the intelligent, and empathic nature of the game. It did a good job of portraying misunderstood cultures enduring the harsh reality of colonization. The dialogue often required intuitive, thoughtful decisions. The game doesn't rely too heavily on action and battles sequences but rather wit and understanding. There were many things that make you think, heavy on choices and consequences, alternative endings and interesting side plots.
The writing was really great and often portrayed realistic scenarios. The stories were fascinating and compelling. The quests were mostly intriguing if not a bit repetitive at times. I really loved the main cast as well, they were very vivid, unique, and memorable (specifically DeSardet, Vasco, Siora, and Petrus.) The romance options added a fun layer to the game and made for interesting breaks between other questing. The gameplay was pretty fun and there was plenty of room to get creative with characters and class builds.
The art, design, music and graphics were all top notch and memorable. The devs definitely set high standards and put a lot of effort into this game. It really felt like so much more, in the end. Overall, I really enjoyed it, and was pretty hooked on it for a while. Great game that made a lasting impression.
GAMEPLAY: 8/10 GRAPHICS: 9/10 ART DESIGN: 9/10 MUSIC: 8/10 OVERALL RATING: 9.
¿Sabías que…?
- TriviaThe Children of Teer Fradee were inspired by both Native Americans and Celtic / Gaelic people.
- ConexionesFeatured in Show of the Week: Greedfall Gameplay! Jane Pays Her Debts? (2019)
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