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The problem is, almost all of the gripes are literal RPG genre staples.
Dont have a lockpicking skill? You miss out on stuff, choosing a skill or talent or whatever should have weight behind it. What's the point in having these kinds of choices if they dont matter and anyone can do any of it?
45 minutes into a game that others have said has taken them 30 or more hours is also an incredibly tiny sample size. Especially for many of these complaints in the OPs post.
I found the first like hour plus of The Witcher 3 to be as cliche and boring as any RPG I've ever played, yet its heralded as one of the greatest RPGs of all time. I'm also not alone in feeling the witcher has clunky and poorly (way over the top, every damn sword attack is a freaking ballet pirouette. Its nauseating tbh, no one fights like that) animated. Yet it's still regarded as one of the best ever.
These complaints are mostly aimed at RPG games in general though, not necessarily Greedfall.
Take Baldurs Gate for example, both are universally regarded as two of the greatest RPG games ever made. Both right away will lock you out of plenty of content because you dont have the right types of characters, this is the same exact thing. No thief in your BG party? No picking locks...
I understand the janky complaints and other mechanical and technical complaints but its ridiculous to think these are poor design choices when they've literally been in any rpg with skill selection being finite pretty much.
It seems these RPG-lite RPGs have watered down the genre into an everyone can do everything at all times desire. Shame.
says the person who doesn't even own the game.
I'm sorry you need to have clear instructions on what to do. I mean again most of this ♥♥♥♥ is basic, and you cited two of his complaints. Let me remind you of his others:
Party Commands in Battle:
In every party based game, and they all have the same issues of repetitive dialogue and over used barks. Nothing new here really, though they could have easily forgot to put a check on the potion barks to check if the player has one, it could also be for; check this it's pretty out there..... to inform the player of his vitals without the need for overlays or looking at the bars themselves. Yeesh what an abstract concept.
Doors not being clearly identifiable as interactive:
You serious with this? Like, for real? How about we give anything that can be interacted with a giant button prompt, or a glowing edge? Lol, no thanks, too distracting and in all honesty pointless. If you don't want to explore then dont....
Couldn't repair furniture "cuz no skillz":
Yes, this is the point. I'm not going to write what I wrote before.
Leveling is unclear:
I can assure you there is more ways to level than combat, especially when they have been harping about choices to get through quests. Also why wouldnt a quest reward so? These things are pretty straight forward. What else are you expecting to help level you up?
Along with the lockpicking "issue", and yes it is tough luck. That's the choice you made. It's also a design decision to show you right away that these kind of choices are not just put point here cuz moar damage.
And then theres rhe clunky movement and UI. Seems fairly minimal compared to the other list of "issues".
By all means, the OP can dislike the game all he wants and that's their decision. But it just seems they have an issue more with the way rpg games are typically designed than greedfall specifically. Which is quite literally exactly what I said last time.