Ajouter une intrigue dans votre langueDe 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 ... Tout lireDe 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... Tout lireDe 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... Tout lire
- Récompenses
- 1 nomination au total
- Kurt
- (voix)
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- Vasco
- (voix)
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- Siora
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- Petrus
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- Aphra
- (voix)
- Governor Burhan
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- (as Tim Watson)
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- Admiral Cabral
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- Chief Dunncas
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- Chief Derdre
- (voix)
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- Chief Ullan
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- Daren
- (voix)
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- Aidan
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Avis à la une
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.
After a prologue/tutorial, the young protagonist (customizable in gender and appearance) leaves his baroque city to explore an exotic island colonized by his countrymen and other factions, seeking for the cure to a deadly plague.
The game is a bit rough around the edges but there many things to like: solid writing, serviceable gameplay, a semi-open world with some pretty locations, interesting and likable party members, factions conflicting with each other, a character system with different skills and talents (magic, firearms, crafting...), quests with multiple solutions (combat, stealth, disguise, diplomacy...) and moral choices.
There are flaws. While acting is fine, lip-syncing is off. Colonies are often populated by scores of identical NPCs who are invulnerable and don't react to attacks. There isn't a theft system, so you can take everything you find without repercussions. The three main colonies look nice and distinctive but there isn't a lot to do in them apart from a few places of interest; ironically, wilderness maps are more eventful. Combat is competent but unbalanced in favor of ranged attacks (magic and guns), while melee is much harder. It is entirely possible to create hybrid classes though.
Overall, this was a pleasant surprise. I enjoyed the characters and the setting and appreciated that quests often have a narrative twist to make them more interesting and unpredictable.
Unfortunately, there are many annoyances, such as the lack of cutscenes or sequences in addition to just talking and walking, as well as many illogical limitations in its course.
The big plus of this game is the use of diplomacy, rather than pulling weapons in all situations.
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.
Le saviez-vous
- AnecdotesThe Children of Teer Fradee were inspired by both Native Americans and Celtic / Gaelic people.
- ConnexionsFeatured in Show of the Week: Greedfall Gameplay! Jane Pays Her Debts? (2019)
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Détails
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