
Engage in a core roleplaying experience, and forge the destiny of a new world seeping with magic, and filled with riches, lost secrets, and fantastic creatures. With diplomacy, deception and force, become part of a living, evolving world - influence its course and shape your story.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 76 reviews with recorded playtime.
Reviews
Themes across 76 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I have been playing this game for more than 20 hours, but the experience starts to become an absolute torment when i arrived in New Serene and started to explore the outer world. The maps are huge and empty without many things to do, except endless encounters with the repetitive mobs (wolf packs, bat swarms) roaming all over the place. NPCs act like mannequins, standing still and staring into space. Main/side quests are lame; Some conversations with your companions are rather preposterous. Example 1: Me: How do you feel about your mother's death? Siora: I couldn't save her, It was my fault. Me: Don't be too harsh on yourself, It was not your fault. Siora: WHAT??? You asked so I answered!!! Reputation -2 Example 2: (a side quest where a clan chief asks you to seek allies and help her assault a camp and free her people) Me: I have already freed your people for you. The chief: WHAT??? Do you think we are too weak and incapable of doing so????? Reputation -2 Honestly WHAT THE ♥♥♥ are these????? Since Chatgpt did not exist in 2019, devs are the only ones to blame and I really suggest whoever came up with such ludicrous contents get their brains checked before is too late.
GreedFall is honestly one of the most underrated RPGs I’ve played in a while. The world, the factions, the companions, the whole vibe of exploring Teer Fradee felt really immersive. I loved how much choice the game gives you and how your decisions actually feel important. The combat was also way more fun than I expected by mixing melee, guns, magic, traps, and dodging made fights feel satisfying instead of just button mashing. Companions were enjoyable too, and I got attached to some of them fast although i can´t help but wish they had more dialogue sometimes :) My biggest issue with the game though is the amount of backtracking. It genuinely feels like half the quests are sending you back and forth between the exact same locations over and over again. And somehow whenever you need to travel, you’re always miles away from a campfire, so you end up running through the same paths repeatedly just to teleport. After a while it starts feeling less like exploration and more like the game wasting your time. The ending was also too rushed and i was expecting some more cutscenes. Despite those flaws, I really enjoyed greedfall.
Reviewing (mostly) every game (or DLC) in my library, part 642: ⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆☆ (6/10) Ah, man, I haven't been this disappointed and frustrated in a while. I'm not sure if anyone's played DON'T NOD's 2024 release [i]Banishers: Ghosts of New Eden[/i], but I had the same problems with that game, too. On the one hand, I've fallen in love with the world of Teer Fardee. I think the devs are doing something really cool here. Their fresh New World-ish setting is rife with a LOT of discussion about political intrigue, colonialism, diplomacy, religious conflict, and competing cultures. Toss in some fantasy magic and swordfighting and monsters, and it's not your typical D&D or medieval setting. The writing is consistently strong, the atmosphere is beautiful, companions are interesting, combat isn't too bad, and I wanted to keep untangling the island's many conspiracies. HOWEVER COMMA I have never played an RPG so determined to bloat my playing time. Every gamer says this, sure, but the fast travel is needlessly restrictive, fetch quests are aplenty, and the open-world format is not as open as it appears. I could not push through anymore. [b][h2]Pros:[/h2][/b] ✅ [b]Story/setting.[/b] One of [i]GreedFall's [/i]greatest strengths is putting you in a role that RPGs rarely explore. You're not a penniless adventurer climbing the social ladder; you're already powerful and established. As Legate of the Merchant Congregation, you arrive on Teer Fradee as a diplomat, noble, and representative of one of the colonial powers competing for control of the island. That position gives you tremendous authority, but also enormous responsibility. Every major faction wants something from you: the militaristic Coin Guard, the fanatical Theleme, the scientific Bridge Alliance, the native clans, and your own nation. Oh, and you're supposed to solve the problem of the Malichor, a terrible plague ravaging the mainland. ✅ [b]Excellent companions. [/b][i]GreedFall's[/i] party may only consist of five companions, but each one feels mechanically and narratively distinct. They all have unique combat roles, making your party composition matter, while their personalities, beliefs, and faction allegiances naturally influence the world around you. Bringing the right companion can open new dialogue options or even provide peaceful solutions that wouldn't otherwise be available. Better yet, they're not just silent followers! They regularly chime in during quests, react to your decisions, and have their own personal questlines that flesh out their histories and motivations. I also appreciated that companions become noticeably stronger as your relationship with them improves, giving you another incentive to invest in them beyond simply checking off their quests. They don't quite reach the heights of, like, [i]Baldur's Gate 3[/i], but I found every one of them memorable enough. ✅ [b]Combat.[/b] I know people complain about the combat, but I really liked it! [i]GreedFall's[/i] combat won't reinvent the RPG wheel, but it does a good job giving players multiple ways to approach encounters. Depending on your build, you can specialize in fast melee weapons, heavy weapons, firearms, elemental magic, traps, or alchemical bombs. Combat also benefits from the tactical pause system, allowing you to stop the action, assess the battlefield, switch weapons, apply buffs, or plan your next move. Against tougher enemies, especially groups with ranged attackers or powerful beasts, preparation matters. While some animations feel clunky and certain boss fights drag on longer than they should, you can't simply mash attack and hope for the best. ✅ [b]Excellent art direction. [/b]Whatever [i]GreedFall[/i] lacks in budget, it makes up for with artistic vision. There are elegant colonial capitals juxtaposed with native villages tucked deep within the forests. Some of the larger wilderness maps can feel a bit empty, but when the game wants to impress—a governor's palace, an ancient sanctuary, or a bustling marketplace—it absolutely succeeds. The audio is great, too. [b][h2]Cons:[/h2][/b] 🟥[b] Fast travel and traversal, in general.[/b] Holy hell, the fast travel is awful. Want to travel somewhere? Better run to the nearest campsite first. Want to leave one region for another? First, walk to the area's exit. Then enter a transition hub. Then walk to another exit. Then finally choose your destination. This padding is even worse because of the design of the "open-world." It's, again, like [i]Banishers: Ghosts of New Eden[/i], where its maps are narrow, corridor-like zones with relatively little room to deviate. Perhaps I would be more sympathetic if I could travel where I wanted. Not so. You'll get turned around, take a right instead of a left, and butt up against invisible walls. 🟥[b] Quest design, in general.[/b] Many quests boil down to talking to one NPC, jogging across the map to another, only to be told to jog somewhere else before returning to the original quest giver. Even in Serene at the beginning, the Naut cabin boy is probably the most obvious example. Talk to Vasco to start, then his two crewmates, then the tavernkeeper, gambler, ACROSS town to the cabin boy's mother, a ship, the mother again, and then the housekeeper before finally getting to actually find him. And then! Those trips are made even worse by endlessly respawning enemy packs, turning what should be a quick journey into yet another identical fight—or another attempt to sprint past everything. 🟥[b] Small text size.[/b] Sure, I'm playing on Deck, but the text is yellow on yellow, tiny, and blurry. Youch. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. [/hr]
I recommend this when it’s on sale. I don’t think I’m close to finishing the game, but I’m already getting bored by some parts of it. The game has potential and can be fun. The main story is interesting, and I did feel motivated to finish quests and learn more about the world. On the other hand, it sometimes feels unfinished, and some issues really drag the experience down. Good: 1. The world and characters are good and interesting for the most part. 2. The skill system is interesting and can change how you approach the game. 3. The story is engaging enough that I wanted to keep exploring and continue the quests. 4. Combat is decent, and boss fights are fun. Bad: My main issue is that many fights feel repetitive. When exploring an area, you often have to clear several identical monster groups, and very early in the game it starts feeling more like a chore than a challenge. These groups also seem to respawn every time you revisit an area, which makes exploration more annoying. Some groups of people attack you with no clear reason, which feels odd. Many areas are mostly empty, making parts of the game feel unfinished, or as if the developers were not sure what to do with them. Another major problem is that there's just too much running around from point A to point B. At least the character is pretty fast, but it's still annoying. Fast-travel should be possible to initiate from anywhere. That would at least help a little. Overall, I think GreedFall is worth trying on sale, especially if you like RPGs, but it has enough rough edges that I would not recommend paying full price.
A mild "Recommend" from me. The game has the jank of an old school RPG (it feels older than it actually is), but that's not necessarily a bad thing - there's quite a bit to enjoy here. The game plays well, the combat is reasonably entertaining, the setting is unique and the world-building is particularly strong. However, I felt like the writing is lacking in many aspects, particularly in regards to the motivations, attitudes and actions of the characters - protagonist and side characters alike. They just seemed so unrealistic - I regularly found myself questioning why would the characters do, say, offer what they just did. Everyone just kind of implicitly trusts the protagonist and offers them with unreasonable boons, whereas the protagonist themself is just a bit of a boring morally-righteous-main-character walking stereotype. If you can look past this, shrug and enjoy the game for what it is, it makes for a lukewarm, decent RPG. Nothing more, nothing less.
Greedfall (2019) I remember seeing this game and it looked great, but it took me a while to get the game after watching some reviews on it. Greedfall is a RPG game where you set out for adventure with two companions at a time, ready to loot, stab and blast enemies away with powerful magic spells. You play as De Sardet, a man/woman part of the Merchant Congregation who visits a mysterious island in search of a cure for the malichor, a deadly plague. I love these tactical squad RPG games so I had to get this one. Right off the bat there was some problems with it. You cannot control your companions. This was a massive let down for me, as that is what makes these types of RPG games great. If you can control your companions, you control the flow of the battlefield. Now your companions as they are are not bad, they use abilities and such on their own, but again you have no control over this. I would have loved to level them up and choose their own paths that I deem fit, how I want them to be. You can atleast equip them with weapons and gear for their "class", so thats something. The story of the game is pretty good, it does have a lot of great moments, but some of these quests drag on forever, like they could have cut out a lot of it and it would have flowed better. There are also a lot of unintentional funny moments that had me cracking up, I actually had to get up from my chair and leave the room to finish laughing. It's small things I know many people won't care about, but I see it. Small things like Siora (one of your companions, I'll get to them soon) asking you for help to [spoiler] get back her mother that was taken by the enemy, only for her to tell you that you are busy so you can do it later? [/spoiler]. Other things that got me, you talk down an enemy so you don't fight, and the guy gets aggro anyway and you kill him? Just some other things I found funny with quests and dialogs, Siora asks you [spoiler] to help return her mother to the earth, but the tribe cannot be bothered to recover the bodies of all the dead soldiers on the battlefield [/spoiler]. There was a hermit that helps you summon a monster, you kill the monster and he gets angry at you? Classic. Man this game's quests and dialog was a trip, the game is worth it for all this alone. Where was I? oh right, the game. You have five companions to collect, each with their own personality and skill set. There is Kurt, the Captain of the Coin Guard. He is your typical melee brawler and he can craft stuff for you. Then we have Vasco, a sea captain who is... also a brawler, but he can poison his weapons to give the team a edge. Then there is Siora, a native girl from the island and is probably the best character in the game as she can heal your team and help out with many of the other tribes on the island. Petrus, a missionary who uses divine magic and lastly Aphra, a very strong distant fighter. I had fun learning about these characters, they all provide useful benefits for you and can help out during quests to make things go easier. You can build up relationships with your companions and even romance some of them, but this can be somewhat tedious as you need to complete all their quests (each companion has three quests you can complete) and then you must select three very spesific options if you want to romance them, Yeah, quicksave and quick load save scumming is going to be your friend here, with a lot of the stuff in the game. Each faction also has standing, which is somewhat...useless to say the least because at the end of the game [spoiler] you need to get help from all five the factions in the game anyway and they help you to recover lost faction points if they don't like you, atleast for me it feels that way [/spoiler]. You can gain and lose reputation with these factions, and some things in the game was really frustrating because you would do a quest only to randomly lose reputation WITH THE FACTION YOU ARE HELPING ONLY TO GAIN IT BACK AT THE END OF THE QUEST. Yeah, it's a wild game man. My favourite faction were the Natives, the all have different colours and decorations to show which tribe they are from, very cool. Also your character knows a lot of Native words and lore which is interesting seeing as this is his first time on the island. You have different maps, each with lots of stuff to do and to explore, although exploring is not all that needed as many of the quests point you towards the map parts you never explored most of the time anyway. There are beast enemies and human enemies, that's about it. There are powerful bosses that are a real challange, they were fun to fight and they all looked super cool. When you fast travel to another map the game drops you off in this "pocket dimention" camp as I call it, a handy little place to gear up and sell off stuff to the merchant that [strike] stalks [/strike] follow you around. Handy, but this place is also very annoying as you have to load to get here, and then if you don't want to be here you have to run out the camp only for the game to continue loading again, so tecnically two loads. Very annoying, more so cause the game tends to send you around the map a lot, they made sure you got your money's worth for it. Combat is fine, stabby swords, two-handed swingers, maces, bigger maces, guns and magic. Your standard RPG gear. You can make traps and such if you have the right skills for it and you can upgrade your gear. You can stealth in the game, but it's very clunky as it is east to get stuck on stuff only for the enemy to spot you. There is an achievement to stealth kill 30 enemies, and it's a pain as you cannot distract them, so you kill one and agrro the rest. There is an arena in the game where you can farm infinite exp which is very handy. Max level is 99 but you stop receiving skill poits at level 46? Why not 50? Very random. I see that the studio who made this game closed down in 2026, a real shame. They also made a second game, but since they closed they won't be making money off it so there really is no reason to buy it. A real shame, this is a fun game that will keep you busy for a while. Great little RPG game, might be worth it for you to check you. I will be getting the DLC when I can. 7/10 "A bit of poison on my blade, then let's go!" - Vasco.
Konečně jsem se po čtyřech letech odhodlal GreedFall dohrát. Příjemně mě překvapilo, že jsem neměl nejmenší potřebu rozehrávat hru od začátku – příběh i některé vedlejší úkoly mi totiž tak dobře utkvěly v paměti, že jsem okamžitě věděl, o co jde. GreedFall rozhodně není a ani se nesnaží být obří produkcí. Je to však velmi jedinečný titul, který vás vtáhne do skvěle vymyšleného fiktivního světa. Klady: Skvělý lore a příběh: Svět postavený na kolonizaci ostrova s domorodými klany je vymyšlený bravurně. Národ náboženských fanatiků nebo vědeckých radikálů jsou skvělý nápad a jejich zpracování se mi moc líbilo. Žádný z národů navíc nepůsobí černobíle – všude narazíte na postavy, které jsou zkorumpované nebo prahnou po moci a bohatství. Skvěle jsou vykreslené i samotné vztahy mezi kolonizátory a domorodci. Hloubka vedlejších úkolů: Vedlejší mise rozhodně doporučuji plnit. Často totiž zásadním způsobem pomáhají pochopit události z hlavní dějové linky. Svoboda při tvorbě postavy: Hra nabízí rozmanité možnosti, jak si vybudovat hrdinu podle svého. Můžete se specializovat na různé typy bojů (na dálku, na blízko, magii) nebo investovat do osobnosti a hrát za charismatického diplomata, případně za praktického a zručného řemeslníka. Volby sice lehce ovlivňují průběh příběhu, ale nečekejte komplexnost ve stylu Baldur’s Gate 3. Společníci jako v Dragon Age: Hra v mnoha ohledech připomíná Dragon Age: Inquisition, což platí hlavně pro společníky. Ti jsou skvěle napsaní, každý je jiný a podle toho, koho si vezmete s sebou, se může měnit i průběh jednotlivých úkolů. Povedené bossfighty: Některé střety s bossy byly opravdu jedinečné a skvěle navržené. Zápory: Slabší finále: Hlavní příběh je sám o sobě velmi dobrý, ale zklamal mě jeho konec. Chápu, že s ohledem na omezené možnosti studia nešlo dělat zázraky, ale hře by slušelo podstatně epičtější zakončení. Animace obličejů: Samotný svět je na dobu svého vydání vizuálně velmi pohledný. Obrovským problémem jsou ale strnulé a špatné animace obličejů. Člověk si na ně sice po čase zvykne, ale estetický dojem to kazí. Stereotypní soundtrack: Hudba je sice povedená, ale chybí jí větší rozmanitost. Po čase se motivy začnou opakovat, oposlouchají se a ztratí své kouzlo. Krkolomný soubojový systém: Boj mi přišel poněkud těžkopádný. Možná je to jen můj subjektivní pocit, ale v porovnání s plynulými souboji v titulech jako Ghost of Tsushima nebo Horizon Forbidden West je ten rozdíl v kvalitě zkrátka obrovský. Optimalizace: Přestože jsou systémové požadavky na dnešní poměry nízké, hra na moderním hardwaru neběžela úplně hladce. V některých lokacích se objevují propady FPS, naštěstí to ale herní zážitek vyloženě nekazí. GreedFall mě oslovil především svým originálním nápadem. Nabízí skvěle vymyšlený fiktivní svět plný zajímavých příběhů. Hra sice netrpí žádnými fatálními chybami, ale je na ní znát, že jde o titul z druhé ligy. Přirovnal bych ji k poctivému béčkovému Hollywoodskému filmu – na první pohled víte, že nekoukáte na absolutní top špičku, ale přesto vás baví. Hru rozhodně doporučuji vyzkoušet, obzvlášť radost by mohla udělat hráčům se starším hardwarem. Celkové hodnocení: 7/10
I love Kurt x female de Sardet. [b]GreedFall is a rough, ambitious RPG about diplomacy, colonial violence, faction politics, and people trying to stay human inside systems that keep asking them not to.[/b] It's mostly a competent but slightly stiff political fantasy. Nice coats. Big hats. Faction names. Diplomacy voice. A lot of people asking Your Excellency to please fix something dreadful. It's low budget and not very polished: quest markers sometimes lie like tiny bureaucrats, stealth routes are weirdly designed, animations are stiff. Lacks emotional beats sometimes. Some localization choices feel as if the game is “evoking the subject of” English rather than fully speaking it. It's uneven, occasionally awkward. But the longer it goes on, the more its systems become personal.The companions stop feeling like representatives and start feeling like people caught between loyalty, grief and survival. [h1]FEATURES[/h1] [list] [*] Original protagonist - diplomat with diplomatic missions between cities and villages, clans and factions [*] Excellent companion writing, especially Kurt, Siora and Constantin. [*]Two gender-specific romances that feel better tailored because of that specificity. [*]A politics-heavy story about colonisation, religion, science, loyalty and power. [*]A strong faction system where nearly every group has ideals, rot and self-serving excuses. [*]Memorable cities, villages, forests, sanctuaries and ruins. [*]A romance with Kurt that feels wonderfully specific, grounded and satisfying. [*]A female protagonist who actually feels treated as female without being made passive. [*]Poor quest markers, fragile quest states, localization issues and AA jank. [*]Camps, contracts and exploration touches reminiscent of [i]Dragon Age: Inquisition[/i] and [i]The Witcher 3[/i] [*] Dorian Pavus and Blackwall VA work hard in this game [*] Day/night system that affects certain quests and actions, but isn't applied evenly. [/list] [h1]FANCY COATS AND UNCOMFORTABLE POLITICS[/h1] Faction discputes dominate the narrative.The Congregation wants profit and diplomacy. The Bridge Alliance wants knowledge and progress. Theleme wants faith and conversion. The Coin Guard wants order, contracts and influence. The native clans want to survive on their own land. Politics are not background decoration here. Almost every personal decision is tangled in faction interest, colonial expansion, religious arrogance, scientific cruelty or diplomatic compromise. The themes become stronger as the quests accumulate.The game keeps asking what people excuse when their own side benefits, what loyalty costs, and whether diplomacy can mean anything when one side arrived with ships, soldiers, missionaries and laboratories. The ending resolves the political and factional consequences, but it is emotionally abrupt. After the final confrontation, the game moves almost immediately into outcome slides. For a story so invested in companions, loyalty and chosen bonds, it badly needed one short return scene — especially if de Sardet has a romanced partner waiting behind. [h1]COMPANIONS AND ROMANCE[/h1] The strongest part of [i]GreedFall[/i] is its companion writing. The companions aren't walking approval meters. They represent different histories, loyalties and wounds. Their personal quests are often where the game’s larger politics become human. Siora carries the grief of the island. Vasco brings a sea-bound perspective. Constantin is charming, fragile and increasingly tragic. Romance writing benefits from this specificity. Siora and Vasco are available regardless of de Sardet’s gender, and that fits them. Vasco is a Naut: displaced, sea-bound, shaped by belonging and not-belonging, with a romance that feels restless and personal rather than tied to a conventional social role. Siora’s bond with de Sardet is rooted in trust, grief, cultural difference and emotional recognition, so her romance also works naturally without needing a strict gendered frame. Kurt and Aphra, meanwhile, are gender-specific: Kurt is available to a female de Sardet, while Aphra is available to a male. I know gender-locked romances can be divisive, but here it gives the writing room to feel more tailored. The romances are not all smoothed into the same neutral shape. They are allowed to have different textures, boundaries and dynamics. [h1]KURT, OR: CAPTAIN HUSBAND HAS ENTERED THE CHAT[/h1] Kurt’s romance deserves special mention because it does something I have missed in games. It has been a while since I felt treated properly as a female. De Sardet remains competent, active, politically important and emotionally direct. But the dynamic with Kurt is allowed to feel specific: protective, traditional in some ways, grounded, male/female without becoming generic. This is where gender-specific writing helps. Kurt’s romance does not feel like a neutral romance scene with the names or gender swapped around. It feels written for this particular dynamic: a guarded soldier, the young noblewoman he trained and protected, and the emotional shift from duty to love. Kurt is not a decorative romance option. His relationship with de Sardet is built on history, loyalty and choice. His personal quest ties romance to character: abuse, military corruption, institutional loyalty and the question of what kind of man he chooses to be. He is guarded, practical and not flowery, which makes the tenderness land harder. When he chooses de Sardet over the rot inside the Coin Guard, it matters. When he calls her Green Blood, it matters. When he softens, it feels like something real has shifted. This is one of the rare RPG romances where the protective male dynamic felt attentive and just right. Captain Husband has earned his title. The De Vespe Conspiracy even lets the romance look toward marriage, and Kurt’s nervous, sincere happiness makes the whole thing feel future-shaped. In my head, that future means: Captain Papa and a squad of unruly, lovable Tiny Recruits. [h1]THE JANK IS REAL[/h1] Quest markers can be genuinely bad. Sometimesthey point to the right general area but not the actual route, level or interactable. Localization can be uneven, with typos, odd phrasing, wrong pronouns and lines that sound accidentally cursed. Visual glitches are common (falling through terrain). Animations are stiff. The game also quietly lets you become over-encumbered until de Sardet simply stops running; 763/300 is not a lifestyle, Your Excellency. [h1]EXPLORATION, CAMPS AND OLD RPG COMFORTS[/h1] Exploration borrows some familiar elements from games like [i]Dragon Age: Inquisition[/i] and [i]The Witcher 3[/i], and I mean that warmly. There are camps to set up, contracts to pick up, skill altars to find, regions to unlock, and beautiful stretches of wilderness that make Teer Fradee feel worthwhile. The structure is more manageable than [i]Inquisition[/i], though, as areas tend to open through story progress rather than simply dropping the player into an enormous region with no clear handle. Contracts add a bit of monster-hunting rhythm. Camps give exploration a comfortable expedition feeling: not quite survival, not quite open-world sprawl, but enough to make travelling feel like part of the fantasy. And the areas really are beautiful. Forest paths, native villages, ruins, coastal roads, sanctuaries and colonial cities all have a strong sense of place. Even when the game is mechanically modest, the atmosphere does a lot of work. Coats and disguises matter, armour can be customised, and fashion is occasionally a valid diplomatic strategy. Exploration is very solemn though - there's little party panter Day/night system affects certain quests, actions and npcs, but not shopkeepers or availability of day npcs. [b]GreedFall is janky but sincere. It has excellent companions, memorable faction politics, beautiful locations, and one of the most satisfying guarded-soldier romances I have played in a long time.
GreedFall is one of those games where I can clearly see the passion and ambition behind it, but I can also see its limitations. The political themes, faction conflicts, and roleplaying opportunities kept me interested from beginning to end. I genuinely enjoyed being the Legate of the Congregation and trying to navigate the complicated relationships between the different groups on the island. The dialogue is strong, the world is interesting, and the game does a good job making you feel involved in its politics. The problem is that after dozens of hours, the game never really evolves. Most quests follow the same structure, exploration rarely feels rewarding, and combat becomes repetitive long before the credits roll. The story remains enjoyable throughout the journey, but it never reaches a point where I felt truly surprised or emotionally invested. More than anything, GreedFall feels like a game that needed a bigger budget and more polish. The ideas are there, but the execution doesn't always live up to them. I don't regret playing it, and I had a good time with it overall. But once the credits roll, I don't think I'll ever feel the need to come back. It's a good RPG with some great ideas, but not one that will stay with me for years. ⭐⭐⭐ 3/5 — Good Time, No Regrets.
bad game but here's a recipe from it Zander Risotto Ingredients: 2 fillets of Zander (or any firm white fish like cod or tilapia) 1.5 cups of Arborio rice1 red bell pepper (finely chopped, to match the "Red Mushroom" color in the game) 1 medium yellow onion (chopped) 4 cups of vegetable or fish broth 2 tablespoons of butter Salt, pepper, and your favorite spices to taste How to make it: Cook the fish: Melt 1 tablespoon of butter in a pan. Season your fish and cook it for 4 minutes on each side until it is flaky. Set it aside. Sauté the veggies: In a large pot, melt the rest of the butter. Cook your chopped onions and red pepper until they are soft. Add the rice: Pour in the rice and stir for 1 minute until the edges look clear. Build the creamy risotto: Pour 1 cup of hot broth into the rice. Stir often until the liquid is almost gone. Keep doing this 1 cup at a time until the rice is tender and creamy. This takes about 20 minutes. Serve: Flake the cooked fish into chunks. Gently mix it into the warm rice, or place the whole fillet right on top of your bowl!
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Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Black Myth: Wukong | $794.9M | 1.2M | 97% | $59.99 |
| ELDEN RING | $680.4M | 1.1M | 93% | $59.99 |
Related
| VVVVVV | $1.2M | 10.5K | 96% | $4.99 |
| Rule the Waves 3 | $1.2M | 1.1K | 87% | $39.99 |
| Party Panic | $1.2M | 3.5K | 75% | $16.99 |
| UnMetal | $1.2M | 3.5K | 94% | $19.99 |
| Hacknet | $1.2M | 26K | 94% | $1.49 |
| Winter Resort Simulator 2 | $1.2M | 1.9K | 82% | $14.99 |