
Geneforge 3 is an Indie fantasy role-playing adventure, the third chapter of the Geneforge Saga. In this fantasy adventure, you can explore strange, hostile lands, choose which side you will fight for, and, as always, make your own horde of completely obedient mutant monsters. Geneforge 3 has a huge and open storyline.
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Geneforge 3 is an Indie fantasy role-playing adventure, the third chapter of the Geneforge Saga. In this fantasy adventure, you can explore strange, hostile lands, choose which side you will fight for, and, as always, make your own horde of completely obedient mutant monsters.
Geneforge 3 has a huge and open storyline. You can help one of several factions, each with its own goals. There are dozens of different endings. You can help the rebels, or fight them. Slay your enemies, or use stealth and diplomacy. When you finish the game, start over, choose a different side or tactics, and experience a completely different game.
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Languages: English
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Hours played at review time, across 43 reviews with recorded playtime.
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Reviews
Many fans of the series deride this as the worst of the "Geneforge" games, but personally I think "Geneforge 3" is when the series gets interesting. Yes there are only two factions this time around compared to the previous game's four and it's structured in a much more linear fashion, but what the game loses in freedom it gains in complexity of plot and ethical dilemmas. With only two major factions to choose from, neither of which are perfect, the game's universe approaches "The Witcher" levels of moral ambiguity at times. This is a game where goodness is often shown to have a steep price and evil often has justifications which sound strangely good. In a time when gamers are known to petition studios when the ending to a game isn't as upbeat or things don't turn out exactly as they wanted them to (see: fan uproar over "Mass Effect 3"), it's kind of refreshing to play a game so brazen about the fact that even the best of intentions to do good often turn out much less than good.
I am enjoying the third installment of the Geneforge saga. However, I am tiring of the "same song, different tune" story that is going on. Generforge 1: You are trapped on an island in bum-hick nowhere with intruders. You have to either join the factions or fend them off. Pick sides, escape, and "win" the game. Geneforge 2: You are inspecting this bum-hick nowhere shapper area and quickly discover things are not what they seem. Find out that there are different factions. Either join them or fend them off. Pick sides, escape, and "win" the game. Geneforge 3: You are trapped on a series of islands where there is a rebellious shaper on the loose. Either join them or fend them off. Pick a side, escape, and "win." Now, I know that there is a different plot in the later games since I read ahead. Yet, the same plot is becoming stale. Don't get me wrong, I enjoy the game and some of the new mechanics that came with it, but the story, in my opinion, is lacking. 7/10 -Love the graphics -Love the game series -Makes me think about the future of the story -Makes me think in general (many games do not) -Story is a bit stale -Little sound effects -New game mechanics
The Geneforge Saga is a series of Science Fantasy, turn-based(combat), indie Role Playing Games. One central motif, and the one that is the heart of the series, that this game revolve around are quasi artificial intelligence and full-blown A.I., both biologically grounded--brought into existence through magic--and what role, plus how they should be handled and implemented in a fantasy medievalesque, with some steampunk elements, society structure. The game begins with the player-character, a Shaper apprentice--Shapers are an organization of powerful wizards that dominate this fictional world through their magical might and especially their knowledge and monopoly on creating new life --waking up in bed as the school he is enrolled in are under attack, located on a group of Islands on the outskirts of the Shaper controlled empire. The narrative and dialogue structure, on a macro and a micro level, are a bit of a mix between classical (western) RPGs and JRPGs and something else, though the game overall is leaps and bounds more Western. The design is partial due to a specific wish on the one hand and the very barebones graphic engine on the other. Overall I'd recommend the game on the basis of its setting: On the one hand if you're tired of derivative Tolkienesque fantasy, and on the other in virtue of the fact that it isn't mindless escapism or entertainment, it isn't decadent drama just for the sake of drama, it isn't slapstick humor. It is pulp that isn't pulp. It has a soul and relevance for the real world, and the theme it explores will become more and more relevant for humanity in the near future. Not that the game is particular insightful as such but its core is noble and commendable for an indie game.
Dopo quasi 40 ore di gioco l'ho portato a termine, ma il gioco poteva proseguire almeno un'altra decina di ore, perché ho trascurato, verso la fine, un bel po' di locazioni esplorabili ed alcune missioni non le ho portate a termine (per dire, nel diario ne avevo ancora una decina attive). Ma mi ritengo soddisfatto, anche perché la mia scelta è stata fatta sull'inerzia della piega che stavano prendendo gli eventi, per cui verso la fine ero più interessato a sapere cosa succedeva nella trama principale. Intendiamoci, quest'ultima non è chissà cosa, ma come sempre nei Geneforge (e nei titoli Spiderweb in generale) è raccontata in modo maestoso, sembra davvero di leggere dei libri su una fantasy epica curatissima. Ogni nuova locazione, stranezza, dialogo, presentazione dei personaggi ha una cura descrittiva semplicemente fuori di questo mondo (tutto in inglese, occhio). Lo scheletro della storia però non è poi così accattivante, come dicevo, perché, come nei primi due Geneforge si tratta essenzialmente della lotta tra fazioni (in questo caso due) all'interno di una vicenda a più ampio respiro e raccontata in modo cronologico nei singoli episodi. Il giocatore, dopo un bel vagare nel mondo di gioco, alla fine dovrà fare una scelta: con chi stare. Da quel momento in poi le fazioni avversarie diventano nemici da combattere. Tipico dei Geneforge, ma come detto, la lore sottostante è maestosa. Qui però trovo un primo difetto, ereditato dagli altri: dopo che avviene la scelta della fazione rimangono attive nel diario le missioni per l'altra fazione. Che naturalmente saranno impossibili da portare a termine. Ovvero, il gioco comincia a "sporcarsi". In questo episodio, oltre a potere "evocare" dei mostri (cosa che fanno gli shaper in questo mondo di gioco) si incontrano anche due umani che inizialmente ci seguiranno nelle vicende. Anche in questo caso però, e abbastanza presto, uno dei due subito ci lascerà a causa di una scelta che faremo nelle prime ore: peccato, perché la loro presenza è spesso utile nei combattimenti. Qui in realtà trovo il più grave difetto del gioco, forse più limato rispetto al secondo gioco. La difficoltà è tarata male con dei picchi paurosi in corrispondenza di alcuni nemici. Anche per questo ho preferito iniziare il gioco da facile, visti gli incubi che mi aveva dato il predecessore (non sono più giovincello e ripetere un combattimento 30 volte semplicemente non mi va: il gioco è vecchio, forse per la sua epoca la scelta è comprensibile). Ma anche così permangono momenti di dubbio spessore. Faccio un esempio. Al termine della prima isola bisogna affrontare un essere piantato nel terreno che si contorce che evoca in continuazione dei minion. Ora, i minion sono tranquilli, ma escono all'infinito e questo mostro ha tipo 9 miliardi elevato a 8 miliardi di punti ferita. Perché? Ci ho messo mezz'ora, riuscendo a trovare il "trucchetto" che mi permetteva di non morire mai nonostante venissi colpito. Perché ci mette tanto a morire? E più avanti nel gioco accade per altre 3-4 volte (un trucchetto è mettere in pausa prima del combattimento (che è a turni), avvicinarsi ai mostri prima che colpiscano attivando su di loro o su di noi magie di offesa e di difesa). In uno dei combattimenti finali (questo dipendente dalle scelte fatte nel gioco) c'è uno che deve letteralmente morire 4 volte, perché quando sta per farlo appare un messaggio che dice che si ricarica la vita. Lì non capisci nemmeno cosa fare, perché a volte in questi giochi il trucco è distruggere qualche meccanismo ambientale MENTRE COMBATTI per impedirgli di fare ciò. In questo caso no, si ricarica proprio 4 volte e poi alla fine muore. Ma al giocatore viene il dubbio e questi si mette a viaggiare per le stanze adiacenti alla ricerca di questo meccanismo esotico, mentre lui e i suoi scagnozzi lo bombardano alle spalle. Davvero simpatico e divertente, medaglia da game design. Però, alla fin fine, rispetto al 2, lato combattimento, questo l'ho trovato più tranquillo e divertente (anche se ancora vi sono zone in cui ti arrivano ondate di nemici che sembrano impossibili da contrastare, se non con TANTA pazienza). Bisogna livellare, e livellare bene, quindi occhio alle statistiche. Il gioco E' difficile. Anche a facile. Lato grafica, rispetto ai primi due giochi c'è qualche giochino di luce in più, nei sotterranei, grazie alle ombre, ma poca cosa, e il riquadro rosso/arancio del gioco è un pugno in un occhio. Il colore non è modificabile. Ma ci si abitua. L'inventario e la sua gestione sono stati di MOLTO migliorati e finalmente ora è possibile muovere gli oggetti all’ interno del primo. Il punto forte del gioco rimane l'esplorazione, accompagnata dalle descrizioni del mondo di gioco. Se cercate una avventura da vivere, tantissimo da leggere, tantissimo da esplorare, questo è un gioco che fa per voi. Con l'accortezza di giocarlo, però, dopo i primi due, perché gli eventi sono TUTTI concatenati lato storia. Cioè, se giocate questo come primo gioco non capirete che diavolo sta succedendo, perché parti di racconto dipendono dagli eventi vissuti nei primi giochi (in questo ad esempio, la fazione dei ribelli e dei criminali basa le sue azioni in virtù di quanto accaduto alla fine del secondo gioco). Chiudo dicendo che il gioco nasconde anche chicche che ho poco esplorato, come la presenza di forge e ricette che permettono di creare equipaggiamenti unici, le cui ricette si trovano sparse per il mondo di gioco, o locazioni che non c'entrano nulla con le vicende principali, in cui c'è tanto altro da esplorare. Se uno si vuole perdere letteralmente in questi dettagli può farlo.
Geneforge 3 is more of the same in the Geneforge Series with minor differences that are both good and bad. The story follows their same premise of a Shaper in-training starting out in some small remote area, learning for the first time of rebels and geneforges and fighting their way through a long series of locations and picking a side. In this particular installment one of the bad things is that you are more limited in choice. While the previous games offer 3 or more faction choices this game really only offers 2. You can be pro-Shaper or Pro-rebellion and it leaves almost no room to ride the fine line in between. Unfortunately, I really preferred riding that fine line. I love to do quests for both sides, listen to both sides tell their story, get to know both sides and then at the end either remain neutral or pick the side I felt most in-tune with. The problem is this game really forces the decision and it does it fairly early on. Making those decisions locks you out of so many of the other factions interactions and makes it very difficult if not impossible to really explore all the map areas. The map areas are another change for the series. While normally you get one large map that you explore one area at a time, this game gives you 5 different islands. In some ways I like that as you felt a small sense of completion at each island, but I also really disliked it when it came to traveling between islands. In the giant single maps of previous games you could quick travel to any place you'd cleared on the map. While you can do that here on individual islands you have to travel to dock areas of the map and then manually go to the boats to travel to another island. That's really tedious, especially when you are further in the game and want to travel back to the first island. You have to make several different dock transfers. It would have been better if you could just quick travel back through any points after having made the initial boat trip. There's also a sort of map location within a location. So you have areas you can enter on a map location that don't show up on the world map. Like entering an inn or underground room. These areas are not available for quick travel and don't show up anywhere. You can only access them from the entrance on the map. This is also a bit frustrating as I find it difficult to remember where exactly each of those locations were and you don't get to see when you've cleared them the same way you would on the regular map. Another change is that you now get traveling companions. While you could always create your own creations and occasionally you would get temporary creations you didn't make or temporary assistance in the other games you can now have two traveling companions. Alwan is pro-shaper and Greta is pro-rebellion. Unfortunately, if you make choices that are too close to one of those faction sides the companion with the opposite views will leave you. This is another place where the inability to remain very neutral is very frustrating because you will always be forced into a side and forced to lose one of the companions. I would have liked to remain neutral throughout most of the game and kept both traveling companions till much later. Despite the more linear feel of this game and the rehashed story concept I felt the writing and story for this game were improved from Geneforge 2. While the initial mystery of the canisters and the geneforge are no longer there as a player (because you already have knowledge from previous games that your character does not) there's some new mysteries to discover and I think they hold more interest than the story and mystery of Geneforge 2 even if they don't quite compare to the mystery of Geneforge 1. Other than those things Geneforge three is very much the same as Geneforge 1 and 2. It's a turn-based combat RPG. If you liked 1 and/or 2 you'll probably like this one as well. Like it's predecessors it is a difficult game and you will die many times. You can chose to play through it quicker and only do the main quests. You may be able to play through it under 10 hours doing the bare minimum. If you like to pick up every side quest and explore every nook and cranny, you'll spend a lot more time in the game. Probably about 50-60 hours if you play that way. I find with all the games that by the time I'm in the final reaches of the game I'm more anxious to just get to the end finally than excited to see the conclusion, but yet they hold a sort of addictive sway when I'm still exploring through most of the game. If you like RPGs, if you like turn-based combat, if you enjoy deep immersive stories (that require a lot of reading), or if you love exploration, you'll like this game. If you don't like those elements this game is not for you.
I love this game. While the graphics are not quite what most people enjoy these days, the storyline is amazing. The replayability of this game is unparallelled because you can do ANYTHING you want to do. There are repercussions for doing stupid things like killing a main character, but the game will let you do it if you're strong enough. As long as you're strong enough and spend your skill points wisely, you can go to any area of the game you want. It's a game that requires a little strategical thought, and a whole lot of patience.
This is probably the least popular Spiderweb game that exists, after Avadon, a reputation that seems very strange and ill-deserved to me. But poll after poll, this game consistently rates as not only the worst of the Geneforges, but also one of the worst of all SW games. So, here is a block of text about why that seems very silly to me. Geneforge 3 takes place a few years after the sequel where again, one of the many possible endings for the last game was selected as canon and the effects of that sparked the begining of a powerful splinter cell of separatists that begin the game by attacking your school. It's up to you and your half-baked training to find companions (or not, I'm not your supervisor) and make your way through the Ashen Isles, choosing to help the Shapers or work to destroy them as you gain more of their power to create and destroy. This summary also effectively encompasses why this game was so unpopular, because although the choices you make are all your own, you essentially have the run of two possible routes and follow a moderately linear path along them. Among Spiderweb games, this is outrageous. Not only for the Geneforge series, but even the Avernum series features a wide, sprawling selection of factions and individual choices you can make along the way which will affect the ending. To move from such wide freedom to something that feels more like it's on rails is something I can understand and relate to at a certain level. My rebuttal of that idea is a subtle reminder that it's still a Spiderweb Geneforge game. It is still a gorgeous piece of storytelling in the Geneforge universe with a variety of interesting ideas on a topic and characters in a theme that I'm personally dedicated to and fascinated by. As linear as it might be and as dated as it might be, creative, original stories don't get old. For that reason, I still find that it plays the same as it did when it was released- and entire level of depth and role playing greater than any competitor, most especially at it's current and, frankly, underserved price point of $4 within the Geneforge Saga bundle on Steam. It's not easy to make a game more visually appealing to a new audience that would have otherwise been turned off by the classic art style while also not annoying oldbie players that would find the new version too alien and hipster. And almost every long running game series I can readily think of goes through this awkward phase at some point. For Geneforge, it is surely this game. The new graphics do not sit well with me personally, and I made that known at the time it released. However, on looking back, I realise that it was a necessary step to bring a more semi-modern style and interface that four and five would later have perfected. So, in a way, I've come to be more tolerant of it. I also recognise that I'm a bit of an outlier and, if you've made it this far in the series, the changes would likely be very welcome to you. It's a game that I've already replayed once on Steam and, obviously, one that I feel strongly enough to write an uncharacteristically positive review on eight years after the first time I played it (oh my god, I'm old). But, since I still feel that way and still plan on playing it again after all this time, it must be good, right? My recommendation is positive.
I have never written a review on here, but considering this is one of the best games and one of the most underated games ive ever played, ive decided to try my hand at it. Starting off, i know it may say i only have a couple hours on record with the game, but id like to stamp that out now. I played this game years back off an old game engine before steam was a thing, buying it again now is more comfort and support for me, like buying an old book that you read years ago. I have well over 200 hours in the game, and about a thousand in the series. So let me dive in, and let you know what this game is about. Geneforge is more than a game, its a book, an experiance, a choice, and a beautiful combat system all in one. It cries out to the imaginiative, the 3 am readers, the DnD players, the indie game searchers. What it lacks in graphics, it makes up 10 fold in story. The game puts you in the middle of an entire world and has you influence the outcome of it. In the first game, you find yourself in this estranged world, where the game gives you a brief history of it, then immediately tears that away. It isolates you, shows you that you must survive, and asks you what to do to survive. But that is only the first part. once you gather your bearings, you have to forge a path. At first the paths seem clear, good or evil, but the more you progress the more you realize there is no good. there is no evil. This game makes you question everything, with the only clear progression being that of power. You single handedly experiance the start of a world rebellion, and reitre as a god or a soldier by the end. The same picks up in each consquensial title later on, each putting you, a young shaper, smack dab in the middle of the biggest points in history of this new world. The hours, weeks, months of text painstakingly put into this game alone makes it a solid game, but the combat is fantastic too. You play a tactics style turn based micromanaging comabt system, sort of like fallout: tactics or final fantasy: tactics. But instead of pre determined abilities, like everything else you determine your path. Conjure up an army to fight for you, use magic and objects to trick your opponets and take them out one by one, or don a helmet and sword and slash your way through hoards, the choice is yous. My by far favorite part of it however, has to be the fact that nothing is safe in this game from you. It emphasizes that your choices can change the entire reality. No npc cannot be killed, although it may be hard. The world will form to what you want it to, if you are brave enough to undergo the task. Dont take this as you cannot lose, for the wrong desicion will put you in a spot where you cannot escape. But understand that you are free to make that deicion, you are free to make any desicion. This is the closest i have ever come to DnD Freeplay. Pro's: Excellent story line, worth of a novel of the highest value. Freerealm as hell, you are free to make any desicion you want, nothing stops you, you shape the future and history alike. LOTS and LOTS of content, as said earlieri have over 1000 hours in the series as a whole. thats a lot for a single player non grind game. Decent combat tactics system, many ways to play out combat. Can easily engulf you in for weeks. Lots and Lots of Text Con's: The graphics are subpar at best, must be able to use your imagination Game doesnt hold your hand at all, in fact quiet the opposite. This may be a con or pro. Again, a LOT of text. again, could be a con or pro depending on your preferance. Overall i would rate this game a 9/10, Despite the horrid graphics. i honestly believe that if ther were better graphics, there wouldnt be enough reasources to make everything else so amazing. Heres to you, Spiderweb Software.
Where to begin.. There's never a dull moment playing Geneforge. The writing is very detailed and fulfilling, there's always mystery and a perfect amount of dangers lurking around the corner, and you can always choose how to approach the problems. The last of the five isles get's noticeably more difficult than the other 4, but I was still able to save the day. The ending in itself is very rewarding as well, since it tells you pretty much EVERYTHING that happens after the game ends.
oGeneforge 3, and the entire Geneforge series, is one of the best RPG every made. Geneforge 3 gives the PC an element of choice between two factions that both have their own unique and obvious flaws (a rationale not shared among most mainstream rpgs), which is coupled with a fantastic story line. Among the entire series, this one is probably the weakest. One of its biggest flaws is that it doesn't have as much flexibility that the other games in this series have when it comes to choosing factions. However, the introduction of having up to 2 companions with a unique perception help it. Another issue, like the previous 2 games (Geneforge 1 and 2) is the player is limited to 3 inflexible character archetypes. That being said, I still highly recommend this game and series
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