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And everyone is complaining why they are changing it.It seems DA and Greedfall swapped combat systems.
New Dragon Age is going the route of a fast combat system like Greedfall 1
And new Greedfall is going the route of a slower combat system, like the old DAO
The combat do look pretty bad. If you are going to use RTwP, at least make it isometric.
Also the animation is janky as hell.
GreedFall 2 is setting its sights high, hitting all the CRPG tropes at once
Hands-on with Spiders' RPG sequel.
Spare a thought for all the mid-budget RPGs set to release in the next few months. Launching a game in a genre as storied as this is hard at the best of times. Adding to it less than 12 months after it was shocked into the limelight by a universally beloved phenomenon feels faintly masochistic.
Though if Baldur's Gate 3 will inevitably stand as the yardstick to which all CRPGs are—fairly or unfairly—compared over the next several years, at least GreedFall 2: The Dying World seems to have inadvertently repositioned itself to court those fans wanting more of its party-based combat.
This half-prequel, half-sequel to developer Spiders' 2019 gunpowder fantasy ditches its predecessor's middling action RPG fights to raise the camera to a semi-bird's-eye view for simultaneous turn-based brawls. It's more BioWare than Larian, admittedly, with all the action unfolding in real time, but a clear step towards the sort of tactical thinking that's long characterised the crunchier end of the CRPG spectrum.
Between hitting reptilian monsters in their pudgy faces and skewering human thugs, an active pause option lets you queue up your parties' next hammer swings, sword strikes and arrow volleys. The character skills available in my preview of the early game are limited, but hint at deep synergies to come. I'm able to spend from a limited pool of action points to instruct my starter companions to stun foes in knockback attacks, launch more powerful hits for big targeted damage, and distract enemies away from ailing allies.
In other words, it's a world away from the hit-dodge-parry formula that the original GreedFall clung to. And when you add in the odd footprint-tracking segments whose visual breadcrumb trails smack of Geralt's Witcher senses, mountains of lore delivered through optional branching dialogue trees, and opportunities to complete quest lines by brute forcing your way through huddles of enemies, stealthing your way around them, or using your talents in diplomacy to skill check your way out of danger without drawing blood, it soon becomes clear that GreedFall 2 isn't just chasing what's in vogue but trying to hit all the tropes of the CRPG genre at once.
New beginnings
A little aspirational, maybe, but it seems a shrewd enough idea given the studio's past work. As Spiders co-founder Jehanne Rousseau explains, the original GreedFall's two million unit sales was a mammoth success for the small studio, and has left the team room to tinker with broader ideas. Much of that has involved considering improvements that fans requested of the first game: fleshing out the lore, introducing new settings that were previously only hinted at, and better involving the player's party. "Having control over the group makes more sense for a lot of players who come to these kinds of games where you have a team and companions with stories between them," says Rousseau. "So the first thing was completely changing the system of combat."
The second was to flip the script. Where GreedFall positioned you as a colonist arriving at the magical island of Teer Fradee in search of a cure to a disease blighting your people back home, this follow-up places you as a native of the island, soon kidnapped and transported to the colonisers' home continent. It's a part of the GreedFall world that loomed large in the first game but was largely absent from the player's journey.
As the story shifts geography, so too does it seem to be taking a darker turn. GreedFall 2 wastes no time hopping into the tensions between colonists and natives, or hinting at the butchery many of our more untrusting clanspeople expect could be just around the corner. For the benefit of our rather wet-behind-the-ears protagonist, it's all explained from the top. "What's really important to us in the GreedFall world is that you're playing someone that is discovering something new," says Rousseau. "You're exploring new cultures and new people, so by putting you in the shoes of a native from Teer Fradee, the continent is something that you will have to discover and understand."
Muskets and magic
It's that new world, Rousseau reckons, that gives GreedFall 2 its unique flavour, and from the game's opening moments, there's a sense that Spider is betting big on the fictional setting to hook new and returning players. From the off, you're immediately thrust into a dialogue tree that offers as much exposition as you care to take, and the starting tutorial quest that charts your journey from regular tribesman to magically attuned sage is never short of optional snippets of lore. Even the majority of NPCs I meet throughout my preview speak in a fully voiced fictional language—as much a boast of the world building that Spiders has already put into the game as a demonstration of just how committed it is to throwing the player in headfirst.
What you'll find in that world is a place of warring, wicked, militarily advanced empires, many of which have obvious analogues in history. Cartels of traders seem to operate much as the rich merchant rulers of Amsterdam and Venice once did, and the smugly democratic empire with a lion on its coat of arms looks like a stand-in for the smugly democratic Britain of old.
Rousseau says she's already created 1,000 years of history to precede the events of GreedFall 2, covering the historical figures who shaped its world, the seven factions players will meet in the game, and the rival subgroups vying for power. Your job, as ever, is to navigate their interests, and align yourself with whoever most appeals.
"We really wanted to offer a lot of choices that will be meaningful on the adventure, not only to have several different endings but really to offer a different journey," she says. The idea is to ground the game's otherwise intimidating body of lore in the personalities of your companions. With each belonging to a different faction, they can provide you with essential information that may change how you deal with an obstacle, or bring extra social weight to a pivotal encounter that could alter the course of events.
Clash of kings
Even in this early portion of the game, my fellow Sages-to-be aren't shy to share their thoughts on my decisions, regularly commending or criticising my approach to dealing with the settlers and their treatment of our clan. But I suspect picking your party will only become more important as the journey stretches on and the stakes get higher.
Where the original GreedFall introduced the European-inspired colonial history that forms the backbone of its world, its intrigue and politticking it is more accentuated this time around. You're brought closer to the corridors of power, and don't just have the fate of Teer Fradee hanging in the palms of your hands, but the new world order. Little surprise, then, that Rousseau likens GreedFall 2's flavour of historical-fantasy to the politically charged stories of Game of Thrones author George RR Martin. Magic exists and is a force to be reckoned with, but it's the scheming, betrayals and power plays of ordinary people that form the bulk of the drama.
Not that there were many moments of my preview that dealt with those lofty ideas with much subtlety. At one point, I meet a group of trappers clearing a forest of animals that just so happen to be my tribe's regular source of food. One of my companions objects to their wanton destruction, and gets ready, I presume, to launch some choice insults at the colonial profiteers. But the only barb he can muster is a meek "We need those animals too!", after which I'm given the option of settling the conflict through intimidation or steel. Not exactly the pointed ideological showdown I was hoping for.
Tinkering tools
Stilted dialogue, no doubt partly a consequence of GreedFall 2's translation from French to English, occasionally lets down what should be dramatic moments such as these. Though I imagine this is just one of many areas that will improve in time. With GreedFall 2 set to release first in Steam early access in the coming months, before a full launch next year, Spiders hopes the extra community involvement will help iron out big development pivots, like the combat system, as well as set the groundwork for upcoming modding tools.
It's an approach that studios like Larian and Supergiant have already found huge success in. And as the scope of videogames becomes ever larger, and the costs to produce them only spiral, might the early access model now be all but necessary to make an RPG the size of GreedFall 2? "Well, when you look at what happened with Cyberpunk, maybe they should have done early access," says Rousseau. "Now the game is wonderful, but when it was released it was not." Giving business tips to CD Projekt Red? Well, nobody can say the team at Spiders don't have their sights set high.
GreedFall II: The Dying World takes cues from Dragon Age: Origins - Preview
The original GreedFall was something of a surprise when it released back in 2019. It may not have had the same outward production values as a BioWare RPG, but many people saw the resemblance in its structure, narrative, combat, and character writing.
In an era where BioWare was floundering, GreedFall seemed to offer something that many fans were missing from Western RPGs of the time, and the game went on to be a great success for publisher Focus Home Interactive. It only made sense that the development team at Spiders would create a follow-up to GreedFall, although perhaps not in the way people expected.
GreedFall II: The Dying World takes place chronologically before GreedFall, although Spiders hesitates to call it a prequel, instead opting for "another story in the same world". Additionally, the game is going the Early Access route, which is a new development strategy for the studio. It also makes some significant changes to the gameplay stylings, using a more tactical design rather than more action RPG like its predecessor. With so many new wrinkles in play, I was eager to go hands-on with an early build of GreedFall II: The Dying World ahead of its Early Access release later this year.
If the original GreedFall was often compared to Mass Effect, then GreedFall II more directly takes inspiration from Dragon Age: Origins. That's not just me making a blanket comparison based solely on observation, Spiders CEO Jehanne Rousseau told me that explicitly during my hour-long demo with the game.
One of Spiders' primary focuses in creating a new GreedFall game was allowing players to have more control over the entire party in gameplay this time around, instead of having companions act on their own. This necessarily meant shifting the gameplay to be much more akin to a classic computer RPG this time around, allowing you to control characters individually or as a group. Dragon Age: Origins is a good comparison, I feel.
While some small snippets of gameplay can be seen in a recent trailer, it was somewhat tricky to get a grasp of what GreedFall II actually plays like until I was seated in front of it. Put concisely, for the most part, GreedFall II is a RTwP (Real-Time with Pause) RPG now. You'll move in real-time with your companions as you explore the native meadows Teer Fradee, but action will pause when you encounter a foe that needs to be felled. The game is not purely turn-based, as you can resume play and have your party start fighting what's in front of them. However, to use various abilities, such as healing, buffs, or attack skills, you'll select them from your hotbar, with the option to pause. It feels like a classic computer RPG in that fashion.
This necessarily means that GreedFall II plays a little bit slower than its predecessor, as you'll often have to pause the action to set up your allies' abilities before resuming combat. Whatever your feelings on RTwP combat, it probably applies here, at least to some degree. There's quite a bit of clicking around the user interface to make sure your team is acting in the way you want them to.
During my demo, I had three characters in my party. My main character, who you can create to be adept with any weapon you choose, was a ranged type, using a bow-and-arrow to attack from afar. Village friends Nilan and Sheda rounded out the party, with Nilan acting as a medic while Sheda smacked foes with a big hammer. I often would pause in combat to make sure Nilan was keeping my team topped off in healing, while Sheda would cause AoE shockwaves by thundering her hammer into the ground. In this sense, Spiders definitely succeeds in giving players more direct control over the party, but it also felt a bit too much like I had to micromanage my characters at times.
The build I played was very clearly early, especially evident with a somewhat basic suite of UI elements. With an Early Access period coming up, there will be plenty of time and opportunity for nuances of combat and interface to be adjusted. I hope that by the time the game releases in full, there is more functionality in setting at least some party behavior so I don't have to always tell my medic to heal me when I am weak, for example. Even so, it'll be interesting to see how fans of the original GreedFall take to its successor's new combat structure.
I started this preview with the more mechanical side of things — the gameplay structure itself — because that's where it feels most different from what came before. The rest of my demo was a role-playing experience through and through. At the onset of the game, GreedFall II's main character's home village has been beset with an illness of unknown origin, and they are tasked with seeking out the cause and hopefully finding a solution.
From the onset, there are already two leads to take, seeking out the behavior of local fauna, or investigating the nearby settlement of miners who have come to Teer Fradee from the continent of Gacane. I went ahead and scouted the miners, who claimed their excavations were safe and not causing any ill effects to the environment. I convinced them to let me apply to work at the mine, and from there, investigated some mysterious happenings in the vicinity.
Several dialogue options ask for the input of your party, including some dialogue options that have a chance of success based on your character's stats - simply labeled with a percentage for now. I tended to be diplomatic in my demo time, but there were also options for more ... straightforward approaches in handling some of the NPC encounters I had. It's difficult to say in such a short demo period how consequential these sorts of role-playing choices become in the grand scheme, but the introduction was promising.
The full release of GreedFall II: The Dying World is probably still quite a way away, and several components of the demo I played will likely be adjusted, polished up, removed, or replaced entirely as Spiders progresses through the Early Access period. Regardless, Spiders next interpretation of GreedFall is an interesting one, and I'll be keeping an eye on it in the meantime.
Community Update #2
Release Date Announcement
Dear Carants,
Before the summer break, we have some great news to share with you! You have been eagerly waiting for it, and it is now time to reveal it.
GreedFall 2: The Dying World’s early access will release on September 24!
Until the early access releases, there are many exciting things you can look forward to. You can expect to learn more about the game in August when we will present a new Gameplay video. Then, in September, before the start of the early access, we plan to host another Community Livestream where we will reveal new exciting information along with the updated Road Map and answer your questions.
To celebrate all of this, we are organizing an event on our Discord server, and until the official release we may have other surprises in store. So come join us!
Cheers and happy gaming!
GreedFall 2 | New combat system unveiled
The Early Access for GreedFall 2 begins on September 24th, and we're excited to share more news about this upcoming title. Today, we're focusing on our new combat system.
Companions were well-received in the first game, and in GreedFall 2, we want to give them an even greater role in both the story and gameplay. To achieve this, we've developed a combat system that allows you to have full control over them during battles, enhancing the feeling of being a cohesive team that lives and grows together.
Introduction to the Combat System
In GreedFall 2, you have the freedom to choose whether to use tactical pause during each battle or remain in real-time.
The tactical pause feature lets you pause the fight to plan your actions, give specific orders to your companions—whether it’s moving them, activating skills, or planning combos—and anticipate enemy movements to devise the best strategy. You can also use skills in real-time for a more dynamic combat experience.
Each companion can progress according to different skill trees related to their profile. Take Nilan, our archer, for example. He has three distinct branches: Bows, Path of Charity, and Nilan’s Path. These three paths offer unique skill choices that will influence Nilan’s role within your team.
You have the freedom to create your own style by selecting skills from these different trees, allowing you to build highly specialized characters or hybrid builds without being forced to commit to a single path. Moreover, you can reset your choices, offering total flexibility to adapt your strategies according to the needs of your adventure.
As you journey through the mysterious lands of GreedFall 2, the strategic management of your group will become a key element to your success in combat. You’ll need to choose who accompanies you based on your strategy. In battle, position your companions wisely and exploit their synergy to maximize their effectiveness. Each team member possesses unique skills and can be an essential piece in your overall strategy.
Equipment also plays a crucial role, with weapons, armor, and accessories offering varied stats that you can tailor to each of your companions. Whether you want a robust warrior, a powerful mage, or a support specialist, each character can be optimized to meet the specific demands of each battle.
In addition to managing your companions, your own tactical expertise will be tested. You’ll have the ability to give precise orders to each group member using action points, a resource you recover by performing basic attacks or using potions. You can also recover your action points by resting outside of combat. Take advantage of the dynamic environment around you—use elements of the scenery, position yourself at higher ground, to create tactical opportunities and gain a strategic edge. It’s up to you to coordinate your attacks in the best possible way to defeat your enemies.
With the Survival, Craft and Alchimy talents, you will be able to loot resources to craft items and potions to enhance your combat performance. By exploring the world and collecting resources, you can create or find a variety of useful items, ranging from weapons to healing potions and deadly traps. These items can be used to boost your abilities, heal your wounds and those of your companions, or even weaken your enemies. The crafting system adds an additional layer of strategy and depth to the gameplay experience.
Tailoring the Game to Your Preferences
The new combat system in GreedFall 2 has been designed to appeal to all types of players, whether they are newcomers or seasoned fans of tactical pause games. We want every player to be able to create their own experience according to their preferences. Difficulty settings also allow the game to be adjusted to different playstyles.
You can customize the game to suit your preferences, whether you're looking for an intense tactical challenge or a narrative-driven experience where your fate depends on your decisions.
You'll have the option to adjust the damage your team takes, recovery time, and the damage inflicted on enemies. These three parameters can be adjusted independently of each other. You can even choose to take no damage at all if you want to focus 100% on the narrative aspect.
In addition to these settings, there's an option to make your companions autonomous, allowing the AI to manage their actions if you prefer to concentrate on your character only
Through these various settings, we hope to create the best possible experience, and we'll continue down this path during Early Access by being attentive to all feedback.
Stay tuned in the coming days for more exclusive information on GreedFall 2: The Dying World.
Add the game to your wishlist now!
It seems as if they are taking a step back and no longer push the new combat system heavily, at least in the marketing, but rather emphasising that it is all optional.In GreedFall 2, you have the freedom to choose whether to use tactical pause during each battle or remain in real-time.
If Skyrim-like is the $20 bill lying on the sidewalk, a 00s/early-10s Bioware-like is the $10 bill. Greedfall had a Pillars of Eternity-sized budget, wasn't completely terrible, and sold millions.I cannot believe people give this studio money.