Among the games showcased at Nacon Connect in May were TieBreak and the upcoming Test Drive Unlimited, which I had previously introduced last month. However, there was also Greedfall 2, available to play on-site despite experiencing several power interruptions during our session. It’s worth noting that this sequel has been highly anticipated by fans of the original Greedfall for five years now, since the first installment showcased French studio Spiders’ most ambitious project to date. While not everything was flawless—primarily due to a somewhat limited AA budget—the game featured appealing concepts and a clear ambition to match the quality of established RPGs like Dragon Age and The Witcher. For this new entry, Spider’s developers opted to essentially rebuild from the ground up in terms of both storyline and gameplay mechanics, even if it meant disappointing fans of the first installment, and I will provide more details on all aspects.
The Spiders Games studio, you must certainly be familiar with. Before its acquisition by Nacon in 2019, the French studio collaborated closely with Focus Entertainment, releasing titles such as “Of Orcs and Men,” “Mars War Log,” “Bound by Flame,” and “Technomancer.” All of these are RPGs that received varying degrees of success, but it is clear that the studio decided to specialize in this genre. In 2022, however, they expanded their expertise to include Souls-like games with “Steelrising,” which was well-intentioned but lacked the polish necessary to establish itself as a standout title within its genre or even as a viable alternative. While it was enjoyable, it did not have the impact desired due to limited financial and technical resources. There are currently no plans for a sequel to “Steelrising,” but the studio is returning to the Greedfall universe.
REVERSED ROLES
In the first episode of Greedfall, players were introduced to Teer Fradee in a distinctive European post-Renaissance fantasy universe set in an alternate 17th century. This setting features supernatural elements such as magic and monsters, providing a refreshing departure from typical medieval or dystopian settings. The game allowed exploration of both urban environments and wild landscapes. In the original Greedfall, players assumed the role of a colonist seeking to exploit the untapped resources of an uncharted island, as Anglo-Saxons would term it. For Greedfall 2, however, the perspective changes; players now take on the role of a Doneigad, respected by native inhabitants as a sage and protector. This new character serves as a leader for their people. The shift in viewpoint is particularly intriguing because Greedfall 2 is neither a sequel nor a prequel but rather an alternative version to the first episode, with its narrative running parallel to that of the original game. While players cannot observe the consequences of this alternate storyline within the two-hour playtime available, they can envision potential interactions between the narratives during their adventure.
In fact, these two hours of gameplay were intended to familiarize us with the changes made by the developers, particularly regarding the combat system, which was one of the main flaws in the first Greedfall and was heavily criticized by players on forums and social networks. As a result, Spiders’ developers decided to introduce a tactical component into the encounters. Although these encounters will still be real-time, it will now be possible to pause the game to consider the best options for emerging victorious from a confrontation. You can influence almost everything, from directing your companions, attacking, defending, supporting, healing, or even fleeing, with the aim of injecting a part of strategy into the combats. This obviously affects the pace of actions, which is slowed down and offers a much slower rhythm. However, you gain more gameplay possibilities, with a better understanding of the situation, the enemy’s strengths and weaknesses, etc. It remains to be seen how players will react to this rather drastic change in direction, but it is clear that Spiders Studio wants to appeal to a very specific audience within the role-playing game genre. This approach carries both advantages and disadvantages, yet at least developers are attempting something new. I should clarify that it is still possible to stick with the traditional approach without tactical pauses, but it is evident that the game has been built around this mechanic.
Certainly, like any respectable role-playing game (RPG), Greedfall 2 will enable players to customize their character both physically and in terms of skills and class options. While combat is central to gameplay, there are multiple ways to complete missions, such as using oratory talents to persuade individuals or employing stealth tactics to avoid direct confrontation. It should be noted that while this approach is valuable, the infiltration aspect remains relatively sparse and basic compared to more recent titles, suggesting it has not significantly evolved since around 2005. Hopefully, players will still have the option to disguise themselves as in the first game, with the added hope that companion attire is now factored into gameplay for enhanced immersion.
At Nacon Connect, a playable demo of Greedfall 2 was showcased during an event marred by power outages. The sequel, which has been eagerly anticipated for five years since the original game, switches the perspective from colonist to Doneigad, a revered native sage. Combat has been overhauled with real-time tactical elements that allow players to pause and strategize, marking a significant departure from the previous game’s criticized system. Players can also customize their characters and complete missions through dialogue or stealth options; however, the stealth mechanics are still somewhat unrefined. The developers aim to provide a more strategic RPG experience tailored to a specific audience within the genre.
In just two hours of gameplay, significant progress could not be made; however, it is evident that the game was developed with a limited budget. From a technical standpoint, the game does not fall short, particularly in terms of artistic direction, which accurately captures the vision. Nevertheless, the animations are less convincing, appearing somewhat stiff and jerky, with NPCs displaying robotic movements and static poses that detract from the overall immersion. The environments remain largely unchanging, hindering emotional engagement as we approach 2025. Despite this, the game aims to engage players through its RPG systems, and there is hope that the developers will realize their full vision. Currently, the game has no release date but is available on Early Access, allowing players to participate in a large-scale test with Spiders studio. At present, I remain undecided about the game’s potential, though there may still be room for pleasant surprises.