RPG Game News
RPG Game News
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Immerse yourself in the world of RPGs. Stay updated with the latest news, updates, and reviews of the best RPG games. Dive into epic adventures and create your own story!
Ultima VII: The Black Gate Retroview
Ultima VII: The Black Gate Retroview Ultimately Dreadful Well before my days writing and streaming for RPGamer, I was part of an RPG book club. A group of RPG enthusiasts voted on what to collectively play so we could discuss our journeys through these games. Two such games ended up being on the SNES, and both were series I had yet to experience. Ultima VII: The Black Gate was one of those games, and while it was recommended to avoid the SNES port and play the PC version, I did not. Eventually, I stumbled my way through the clunky mess, and ultimately, it left a bad impression of the series, as it is still the only Ultima game I have played. The Black Gate has players taking the role of the Avatar, a hero who has saved the realm of Britannia numerous times before, but this time it has been 200 years since his last visit. A string of kidnappings has caused citizens concern. All the while, a newly found religion known as the Fellowship has taken root across Britannia. Lord British, the benevolent ruler of Britannia, asks the Avatar for assistance in solving these matters. It is obvious to the player from the start that this group is hiding a nefarious agenda, but the Avatar must find concrete proof of wrongdoing before they are able to make any connections. Finding the Fellowship guilty is done by a string of seemingly never-ending fetch quests, where NPCs in the different towns will give the Avatar what he needs, but only after he ventures to a local dungeon to retrieve the requested item. The graphics in The Black Gate are forgettable. The Avatar and Lord British stand out, but every other NPC falls into a small group of reused sprites, and the locations all end up looking very similar. Most NPCs have unique faces when interacting with them, and this is how the Avatar will gather most of his intel. The game offers a set of questions the Avatar can ask NPCs, with each response opening new conversation branches that point the player to the next point of interest. There is also the central antagonist, known as The Guardian, who will chime in every now and then during the Avatar's journey. Initially, it seems The Guardian pops up randomly, but in actuality, he pops up when the player is heading in the right direction, usually trying to dissuade the Avatar from continuing his journey. [caption id="attachment_188663" align="aligncenter" width="412"] This guy secretly helps players![/caption] Ultima VII has an action RPG battle system. The Avatar can equip weapons and smack enemies in front of him. As enemies charge towards the Avatar, he basically stands his ground to battle the oncoming attackers. It's not great, and if the player moves around too much, they can get cornered or stun locked to death. Most enemies will get slightly knocked back when hit, so it makes sense to stay put and wail on foes until they turn to puffs of smoke. Unfortunately, monsters only carry junk and, at best, dungeon keys after being defeated. In fact, much of the game will be spent managing the Avatar's inventory. There are tons of treasure chests and loot to collect in the game, but most of it is useless and will only serve to fill a limited inventory system. If the Avatar walks over a loose item, it will automatically go into his inventory. There are also skeleton keys, which are stored separately, and special keys that take up inventory space as well. Players will be battling micromanagement as much as enemies in this game. The Avatar can gain up to eight levels in this game, and as they level up, new spells are acquired. Spells can be configured to be used with the L and R buttons, and for the rest, the Avatar will have to go into his spell book to manually trigger each spell. Spells cost Ankh points, and players can restore these with potions or by being idle. Many locations have numerous areas that will require spell usage, like unlocking magical doors. If not prepared in advance, the player will have to wait for their spell energy to restore before continuing. This poorly implemented bloat unjustly inflates the game's run time. [caption id="attachment_188664" align="aligncenter" width="411"] Bad guy go poof![/caption] Even using the very expensive, very necessary, magical boat costs magic to activate. There is one spell that costs no magic to use called Kal Lor. It is easy to get lost in this game. This spell will teleport the player, wherever they are, back to Lord British. The only drawback to using this spell is that it drains the Avatar of his gained experience, usually costing one level per use, and takes half of his gold from his person. Use this spell with extreme caution. There is a distinct lack of musical tracks in The Black Gate . The outdoors, dungeon, and enemy encounter tunes take up the majority of what players will hear during the game. None of these melodies are noteworthy for good reasons. Ultima VII: The Black Gate for the SNES is not a good port. It's hard to compare it with the PC version, but most people would say that adaptation is the way to experience and appreciate Ultima VII . The Black Gate on the PC also has a few expansions that the SNES version did not implement. The SNES limitations are evident as the graphics, story, battles, magic system, and music are all lacking. This is not a game I plan to play again, at least not on the SNES. Disclosure: This review is purely comparing this game to other SNES RPGs.  The post Ultima VII: The Black Gate Retroview appeared first on RPGamer .
RPGamerApr 11
Voidling Bound Interview
Voidling Bound Interview The monster taming subgenre has seen a lot of reinvention lately. What used to be just turn-based battling has turned into different ways to showcase creatures in a variety of gameplay styles. With Voidling Bound , developer Hatchery Games looks to take their cute critters into a third person action shooter as a space wrangler to help these Voidlings take back their home planets from the pollutants of an agressive parasite species. Joining RPGamer today is Jonathan Rancourt, the Creative Director at Hatchery Games. Today, we'll discuss more about the Voidlings and how the player interacts with the sci-fi planets to prepare fans for when the game launches for Steam on June 9, 2026 with PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 versions planned to follow at a later date. Ryan Costa (RPGamer): Do the evolutionary paths of the Voidlings intersect after a time or does each Voidling have their own possibilities? Jonathan Rancourt : Each Voidling has its own evolution tree that allows it to evolve into 31 possible forms. Every evolution allows you to make unique discoveries, change its element, uncover new abilities or powerful perks that change how each creature plays in combat. RPGamer: Are Voidling eggs rare to find while on missions? JR : During missions you can find multiple common eggs, but some locations have golden eggs from which you can hatch unique Voidlings that have genes otherwise inaccessible through the evolution system, granting you new possibilities in the Splicing Station where you mix and match your genes to craft your own specimens. RPGamer: How challenging was it to balance the melee and shooter sides of the combat? JR : In the development team and amongst our community, each player has their own playstyle, so we end up with advocates for a wide range of playstyles and each creature. These advocates provide valuable feedback that is essential to the balancing of the game. We listen to their input and make sure the experience is enjoyable across both melee and ranged characters. Each new Voidling that gets added to the game brings forth new unique gameplay abilities that we need to account for while designing levels and enemies. A character like Nimiod, that can hover above the ground, has created some pretty interesting design solutions to allow him to melee creatures in a way that feels rewarding. RPGamer: Can you explain how the enemy factions differ from one another? JR : Each faction brings a unique twist to the gameplay, asking the player to play differently or adapt their Voidling selection. In the demo, players got to experience the Bulbous, which are all about swarming you with numbers, and they’ve also experienced the GenBots, which turn the game into a bullet hell, asking you to manoeuver around their walls and projectiles. The other upcoming factions each have their own twist that keeps the gameplay interesting. RPGamer: With Voidling Bound being shooter-based, how challenging was it to make the branching paths feel different during gameplay? JR : Creating branching evolution is one of the places where we really get to be creative. We aim for each step to offer players a choice that is instantly noticeable both visually and in game feel. When you unlock a new primary ability, it’s like changing weapon type in a classic shooter, but with the creature evolution angle we get to open up the possibilities drastically. As an example, Kerapin starts out with a Burst Rifle, but it can evolve into a Bolla Blast that knocks back enemies or a Snow Sling that explodes and freezes them once you stack enough projectiles on them. RPGamer: Cleansing the lesions causes such an immediately satisfying visual as the plants spring back to life. Can you explain the design thoughts behind the fast-acting animations? JR : We wanted the players to feel the satisfaction of cleansing the world of corruption and to get an instant reward from the nature springing back up. From the pop of the corruption to the animation of plants sprouting, each step is carefully crafted to be instantly gratifying. RPGamer: Will there be a higher chance at getting some Voidlings compared to others, or will it be the same rates across the board? JR : The players get to discover each Voidling species throughout the story of the game. Some lucky players will also get to uncover unique natures and variants hidden in rare golden and silver eggs. RPGamer: Will Voidlings be restricted to specific planets, or can they be used anywhere? JR : Voidlings can be used anywhere, but some activities will favor specific Voidlings. Each enemy faction has their elemental weaknesses, asking you to pick the right Voidling for each activity. You also need to make sure your Voidling is strong enough to take on the challenge, so you might want to train it beforehand. RPGamer: How does the Space Wrangler's ship evolve as the story progresses? JR : As you progress, you unlock new rooms and stations that allow you to breed, train, and splice creatures, expanding your capacity as a space wrangler. Breeding will allow you to transfer attributes and natures to offspring, allowing each generation to grow in strength. In the training room, you’ll get to assign creatures for them to level up while you complete missions; this way, no one gets left behind. RPGamer: What additions will splicing bring to the Voidlings players can create? JR : This is where players will get to really go wild and unlock their creativity. In the Splicing Station, each gene discovered through your evolution expands your capacity to craft your perfect specimen, combining perks to discover powerful new synergies or dual-wielding elements to face multiple factions at once. RPGamer: Is there anything that you would love to share about the game not mentioned yet? JR : We have more to reveal on the road to our June 9th release stay tuned for more! RPGamer would like to thank Jonathan Rancourt for their time answering these questions about Voidling Bound , as well as Sarah Blackwell and Stride PR for making it all happen. Those looking forward to raising their own Voidlings to save their planets can look forward to it releasing June 9, 2026, on Steam with PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 versions planned to follow at a later date. The post Voidling Bound Interview appeared first on RPGamer .
RPGamerApr 11
Snack World: Reloaded Announced
Snack World: Reloaded Announced During today's Level-5 Vision 2026 online presentation, Level-5 announced Snark World: Reloaded . The game is a remake of Snack World: The Dungeon Crawl Gold , which released for Nintendo Switch in 2018 in Japan and 2020 in the west, itself an enhanced version of Japan-only Nintendo 3DS title Snack World: Trejarers . Snack World is set on the eponymous Snack World, as the evil Sultan Vinegar attempts to resurrect the Deodragon Smörg Åsbord. Players create their own character to join treasure hunters Chup, Mayonna, and more in a comedic quest featuring procedurally-generated dungeons. The Reloaded version is stated to include improved gameplay, controls, and story, as well as a new mode where players can play as Chup.   The post Snack World: Reloaded Announced appeared first on RPGamer .
RPGamerApr 10
Fantasy Life i: The Girl Who Steals Time Coming to Mobile
Fantasy Life i: The Girl Who Steals Time Coming to Mobile During its Level-5 Vision 2026 online presentation, Level-5 announced that it is releasing Fantasy Life i: The Girl Who Steals Time on iOS and Android. The mobile versions of the game will release this summer. It will feature touchscreen controls, as well as Cross-Play and Cross-Save with the existing PC, PlayStation 4, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2 versions. A follow-up to Nintendo 3DS title  Fantasy Life ,  Fantasy Life i sees players drifting onto an island that was previously home to a prosperous civilisation. Players develop the island through quests and crafting before being able to time travel back into the past, where they can learn secrets about the island and potentially rewrite history. The game will include fourteen different roles, or Lives, for players to freely change between as they build up their town. It includes online co-op for up to four players.   The post Fantasy Life i: The Girl Who Steals Time Coming to Mobile appeared first on RPGamer .
RPGamerApr 10
Level-5 Provides Inazuma Eleven RE, Decapolice, Holy Horror Mansion Platform Updates and Teases
Level-5 Provides Inazuma Eleven RE, Decapolice, Holy Horror Mansion Platform Updates and Teases During its Level-5 Vision 2026 online presentation, Level-5 provided some additional platform news and teasers for several upcoming RPGs. First, the developer revealed that Inazuma Eleven RE , its full remake of the first Inazuma Eleven football RPG, will be coming to PC, PlayStation 5, Nintendo Switch, and Nintendo Switch 2. In addition, its “crime-suspense RPG” Decapolice , where a virtual world holds memories of past crimes, is still currently in development. Release dates for both games have not yet been announced. The developer also released a new trailer for Holy Horror Mansion , which is billed as the next concept for the Yo-kai Watch franchise. The game is described as a “ghost craft” RPG and follows a young hero who lives in a mansion on top of an apartment building owned by his grandmother. After finding a camera in a locked room, he encounters a ghost and ends up caught in various adventures. Platforms and a release window have yet to be announced. Finally, Level-5 produced some additional Inazuma Eleven news. Mobile title Inazuma Eleven: Cross will release in Japan in June 2026. Developed with Aiming, the game will be a free-to-play game with in-app purchases, feature an original story with a brand-new protagonist, and use command-based controls. Meanwhile, Inazuma Eleven: Victory Road will be receiving a physical release on Nintendo Switch 2 in Japan on June 11, 2026. The release, the first physical edition for the game, will be a full cartridge version rather than a Game-Key Card.       The post Level-5 Provides Inazuma Eleven RE, Decapolice, Holy Horror Mansion Platform Updates and Teases appeared first on RPGamer .
RPGamerApr 10
Translating Genres: Arknights and Endfield
Translating Genres: Arknights and Endfield I’ve been playing the tower defense strategy game Arknights for over a year now, and it’s easily my favorite mobile game. It’s a tower defense strategy game where the ‘towers’ are different characters with different abilities. It updates frequently and maintains high-quality art, writing, and game design. I adore Arknights . Last January, Arknights developer Hypergryph released Arknights: Endfield , after months of development and teasers. Though created by a separate team, it takes place in the same universe as the mobile game. However, Endfield is an open-world RPG similar to something like Genshin Impact . It felt like a weird choice at first, taking the lore of the strategy game and building an RPG on it. After thinking about it, however, an RPG is a natural place for Arknights as a series to go. I’m curious about this kind of genre shift and what parts were successful. I will go over how Hypergryph took elements from their strategy game and how they added them into their new RPG. As a brief note for clarity: when I talk about Arknights in this article, I’m referring to the mobile game only. Arknights: Endfield will just be Endfield. When I first saw the announcement for Endfield , I was confused. Why was Hypergryph taking their successful strategy game and making an open-world RPG in the same universe? What was extra strange was that there is no overlap in setting between the two games. Endfield takes place hundreds of years in the future and on an entirely different planet. It wouldn’t give me an opportunity to explore the places I already know and love, which was a real disappointment. I started playing Endfield in January shortly after its official launch, and the longer I played and the more systems opened up, I felt more at home with Endfield . Sure, the icons and item names were different, but the basics were the same. [caption id="attachment_188070" align="aligncenter" width="640"] Where Arknights used 2D sprites, Endfield is fully 3D.[/caption] The most immediate change is the art style. Arknights uses 2D backgrounds and character sprites in its story segments, and 2D sprites on a 3D grid for gameplay. Endfield, by contrast, is entirely in 3D, so right out the gate, the different visual styles means each game presents both its gameplay and its narrative differently. Arknights stories are told in visual novel-like cinematics that take place at the start of a level and at the end. Arknights has no voice acting in its story segments. This is understandable considering that the word count for a single event can rival that of a full novel, and after six years, the game has an enormous cast. As much as I would like it, I understand Hypergryph not wanting to produce and translate an entire visual novel every month or so. Each playable character has voice lines they’ll say in a game level, and that’s it. Endfield , by contrast, features voice acting for every named character who appears in its story. It also means the characters are less likely to go on long speeches than in the mobile game. It's very easy to get into the game's story this way, it's much more accessible than Arknights , especially since Endfield's introduction is much more active and interesting. [caption id="attachment_187428" align="aligncenter" width="640"] This is where Arknights players will be pointing at the screen and saying, "I know that guy!"[/caption] It’s very much a tradeoff, by adding voice-overs Endfield exchanges density for accessibility. Even as an enjoyer of Arknights' story, I’m willing to say it can be dense with exposition and meanderings. On the other hand, Endfield does not tackle its narrative concepts as well as Arknights , as it's given less space to do so. I'll talk more about this when I get to story comparisons later, but the different styles inform how the story is told and how much is told. Since I had background with the original game, I already knew important information about the setting and generally how things work around here. Important ideas, as presented in Endfield, are largely consistent with what I know from Arknights . The only thing I’m not sure of is how it comes across to a newcomer, and I suspect they’ll be a bit confused. Concepts like “what is Originium and why is it important?” weren’t something I needed explained, but the game may have waited too long to inform a new player why this weird rock is important. Or that it can spread like a cancer both through the land and the human body. Arknights lore gets pretty wild. [caption id="attachment_188487" align="aligncenter" width="640"] Activating multiple combo skills at once is a reward for good team building.[/caption] One of the strengths of Arknights ’ gameplay is its balance around powerful teams, rather than expecting players to rely on one or two overpowered units. It's possible to do that, but for most players, it's better to build a diverse roster to have more tools to tackle different problems. The combat gameplay, being centered around team building, carries over into Endfield in interesting little ways. In Endfield, players battle with a team of four characters, and every character has a different role and set of skills; it's pretty standard. What Endfield added is giving all characters a combo move. When the requirement is met (which varies by character), players will see see a pop-up with that character’s portrait, and if you used, that character will attack the player's target with a special move. Combos can even be chained under the right conditions, and it's so satisfying. Even outside of combat, the team is present and active. Team members are always visible when the player is exploring the world. Sometimes they will alert the player to nearby treasure; once, an operator even led me a short distance to a hidden item. When resources spawn in clusters, when they are collected, teammates will also start breaking nodes and picking up resources. All of it goes into the same bag, so it’s useful! It’s a small thing, but I do appreciate that my bot-controlled teammates are attentive and active. [caption id="attachment_186028" align="aligncenter" width="640"] An example of what the AIC looks like[/caption] Endfield Industries, the protagonist faction in Endfield , is a construction company, and the industrial theming runs through not just the aesthetics of the game but also in its gameplay. This is done not in combat, but through the Automatic Industry Core, or AIC. This is the part of the game I suspect will make or break someone’s opinion on it. Players who enjoy setting up and fussing with complicated factory-type systems will enjoy working on the AIC. The AIC is the biggest element that separates Endfield from other games in the genre and gives it a unique identity. Sometimes factories will need defending. The player is given gun towers to place around the area to stop enemies from reaching important locations. It's a cute callback to the original game. While Arknights doesn’t have anything exactly like the AIC, it does have a game mode called Reclamation Algorithm that shares similar gameplay. It’s not a popular game mode, so there have been very few updates, but I am glad to see some ideas from the previous game implemented somewhere they fit better. However, there is a base-building system in Arknights that returns in the form of the spaceship Dijiang in Endfield , and it was a cozy feeling when I realized how similar these systems were. This recognition includes progression structures. Since Arknights was focused on leveling and developing a roster of characters, the systems for leveling up and empowering characters translated very well into an RPG. [caption id="attachment_188115" align="aligncenter" width="640"] The change in visual style allows Endfield to have more visual spectacle than the more limited style in Arknights[/caption] The music in these games deserves a mention ; Endfield’s music is good , Arknights’ music is amazing. There’s a running joke among fans of Arknights that Hypergryph is actually a music company that also happens to produce a game. If there’s one thing Arknights should be famous for, it’s the music. There are many collaborations with talented artists who work in many different styles and genres. Each story event comes with unique music for its lobby and game stages, and most six-star characters have their own theme songs. There have been full live concerts featuring music from Arknights . Endfield loses a bit of identity without the variety and quality of music Arknights has. It did just launch, so I'm willing to wait and see what Endfield does with its music next. It would be a shame if it didn't follow in Arknights' music tradition. I’ve saved talking about the story comparisons for last because it’s where I’m most disappointed with Endfield in comparison to Arknights . It’s also the area I’m willing to give it grace because it’s so new. These two games take different approaches to storytelling. Arknights’ style allows it to tell long and dense stories with complicated characters at the cost of demanding more effort from the player. Endfield aims for a more accessible story that anyone can enter into easily, but sacrifices character and thematic depth to achieve it. One style is not better than the other, however, in this case I feel Endfield lost something important in this trade. There's a tidy microcosm for how I feel about the two stories: the way the games engage with its antagonists. The main antagonist faction in Endfield are the Bonekrushers. Endfield portrays them as wild fanatics, and that's pretty much it. A perfectly fine choice, especially for a video game. Arknights, however, would at least ask: why are the Bonekrushers like this? What were the circumstances that led these people to become this? Even if they remained strictly villains, there would be an effort to see humanity in them and to understand what struggles they faced. Endfield had a rich world to draw from and leaves it underutilized. On the other hand, the thing that did translate perfectly from the original game is its sense of humor. Endfield is delightful when it’s silly. [caption id="attachment_188071" align="aligncenter" width="640"] The player getting hyped up by local silly creature.[/caption] I’ve been repeating myself with ‘ Endfield just released, and though it lacks something I feel is important it could be added later’. I want to give it grace and space to grow, but I do feel there are places where it falls behind Arknights . In my case, I think my experience with the other game had a mixed influence on my time spent with Endfield . However, I can only judge the game as it exists now, and judge it fairly as its own entity. Setting aside my gripes about the story, I had a great deal of fun playing Endfield ! I’m not sure how long I’ll stick with it, but I do think this is a game with a bright future, even if it's not what I personally would have wanted. The most recent release was patch 1.1, the first major patch since the game launched, and I want to see Endfield continue to grow and be a fun experience. The post Translating Genres: Arknights and Endfield appeared first on RPGamer .
RPGamerApr 10
Crimson Desert Post-Launch Updates Announced
Crimson Desert Post-Launch Updates Announced Pearl Abyss announced upcoming post-launch updates for recently-released action RPG Crimson Desert . The updates, stemming from player feedback, are planned to release between April and June 2026, and will cover various aspects of the game, including: A new option to re-challenge previously defeated bosses Previously liberated locations may come under blockade again New easy, normal, and hard difficulty options New abilities for Damiane and Oongka to bring them closer to the abilities of Kliff A back-mounted weapon visibility toggle New character outfits Specialised storage systems for food, wardrobe items, gatherables, and collections New pets and mounts UI updates and improvements Control improvements Distant landscape visual improvements Crimson Desert is an open-world action adventure RPG set on the war-torn continent of Pywel and is currently available on PC, Mac, PlayStation 5, and Xbox Series X|S. The game follows Kliff, leader of the Greymanes mercenaries, who must fight to save the continent from an impending catastrophe. Crimson Desert features an open world, where players can explore on foot or while mounted, which includes commanding, riding, and controlling wyverns. Players can also participate in rock climbing, gliding, fishing, cooking, and more.   The post Crimson Desert Post-Launch Updates Announced appeared first on RPGamer .
RPGamerApr 10
The Relic: First Guardian Pushed to Summer
The Relic: First Guardian Pushed to Summer Perp Games and Project Cloud Games announced that action RPG The Relic: First Guardian has been pushed back from its previously planned May 2026 release date. The game is now expected to release later this summer on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. Perp Games CEO Rob Edwards provided the following comment: The Relic: First Guardian is the first game made by the talented Project Cloud Games studio. It’s a highly ambitious title that has seen years of hard work poured into it. Given this, the team want to take just a little more time to polish their world and hence announce that we are pushing back the release date from May 26th to the summer of 2026. Perp Games and Project Cloud appreciate your patience as we use this extra time to get every detail right and deliver an experience that meets the high standards of the community. We are excited to show you The Relic: First Guardian when it’s ready, which won’t be long now. The Relic: First Guardian is set in the apocalyptic world of Arsiltus, which draws from Korean myths. Formerly prosperous, the destruction of a great relic saw Arsiltus swallowed by the void and turned into a land of death. Players are tasked with finding the pieces of the relic in order to close the void. Players can choose between different weapon types, with character growth based entirely on equipped runes, items, and more. The post The Relic: First Guardian Pushed to Summer appeared first on RPGamer .
RPGamerApr 10
Mongil: Star Dive Shows Gameplay
Mongil: Star Dive Shows Gameplay Netmarble held an online showcase for Mongil: Star Dive ahead of the game's launch next week. The presentation for the free-to-play action RPG includes footage of the monster collection and synthesis elements, as well as its three-character, party-based tag in combat system. Mongil: Star Dive is a follow-up to 2013 mobile title Monster Taming . The game’s combat sees players control a three-character party in fast-paced battles, while its monster collection system lets players collect, tame, and synthesise a variety of creatures. The game will release for  PC, iOS, and Android on April 15, 2026. PlayStation 5 and Xbox Series X|S versions are planned to follow at a later date.   The post Mongil: Star Dive Shows Gameplay appeared first on RPGamer .
RPGamerApr 10
GreedFall: The Dying World Review
GreedFall: The Dying World Review Going Native It's been seven years since players were first given the opportunity to join a band of adventurers and set sail to the mythical continent of Teer Fradee in order to track down a cure for a destructive epidemic running rampant in their homeland. Now, with  GreedFall: The Dying World , developer Spiders is taking players back to before it all started, this time viewing the events unfolding on Teer Fradee from the perspective of its native people, who are forced to watch helplessly as strangers come to their shores, colonize their land, and subjugate their people. Though the narrative is laudable both in terms of its uniqueness and for mirroring similar real-world conflicts from the colonized's point of view, the game falls afoul of some of the same shortcomings as its predecessor and, in the case of its revamped combat system, even makes some new missteps all of its own. Players create and take on the role of a native islander of Teer Fradee, choosing not only the character's appearance but also their gender. Named Vriden Gerr by their tribe, they are undergoing training to become a doneigad, a type of shaman who communes with the spirit of the land. As Vriden Gerr's training enters its final stages, events surrounding their village begin to spiral out of control. Strangers have recently begun arriving on their island, intent on colonizing it and clashing with the natives in the process: forests and rivers are beginning to run dangerously low on wildlife to feed the many additional mouths, and the strangers' mining operations are beginning to have adverse effects on the tribe's hunting grounds. This early-game section on Teer Fradee functions as a tutorial of sorts, exposing players to the finer points of combat, stealth, and the diplomatic options baked into the game's dialogue system. Regardless of how players approach things, however -- whether trying to keep the peace between their tribe and the newly arrived interlopers or willing to let things spiral toward hostilities -- the intro ends with the protagonist and their companions brutally ambushed by the colonial settlers and locked up in cages aboard a cargo ship en route to the continent of Gacane, to be studied and scrutinized for their innate resistance to the Malichor epidemic. Though one of their companions tragically dies during the voyage, Vriden Gerr and fellow islander Nilan are soon sprung from prison by a group of ragtag outlaws who abhor this inhumane treatment of the natives. Thus begins the game's main narrative, which sees players first looking for a way back to their homeland and, later, protecting it against the remorseless machinations of General Kurnaz, the game's main antagonist. [caption id="attachment_183040" align="aligncenter" width="640"] This time, players will be steeped in the customs and culture of Teer Fradee's natives.[/caption] Since Vriden Gerr isn't alone on this journey, the supporting cast of characters is pretty important. The game features seven companions that accompany Vriden Gerr, and doesn't hold back long to throw them into the narrative mix. The prison break immediately following the intro chapter piles most of them into the player's party right off the bat, with the final two unceremoniously coming along shortly after. There is little time to get to know most of them before they join forces, leading them to feel like woefully interchangeable placeholders much of the time. In fact, the burly Till, a captain of the Coin Guard and one of the final companions to be acquired, joins the group during an in-game cinematic event without a proper introduction or even any dialogue whatsoever, leading to a confusing subsequent scene where the characters are already referring to their shared adventures before he had even been introduced by name. Sadly, Till is not the only companion to be underserved by a lack of initial characterization, with much of the party's background being locked behind their individual loyalty quests, which are not only optional but, in some cases, also expire entirely at certain points in the story, and honestly do little to endear them to the player. GreedFall: The Dying World takes much of its inspiration from other Western RPGs in the vein of Dragon Age and other classic BioWare titles, which is partly evident in how the party roster loosely impacts the unfolding narrative. Companions will approve of or disagree with the player's choices along the way, raising or lowering their affinity with Vriden Gerr. Completing their loyalty missions and forging strong bonds with them may unlock them as potential love interests, whereas displeasing them may result in them abandoning the party altogether. Based on their individual backgrounds, each party member also has certain moments within the narrative where their expertise may present an alternate solution to a problem, such as a companion having influence over hostile members of the guild of Nauts, circumventing what would otherwise have resulted in a bloody skirmish. [caption id="attachment_184512" align="aligncenter" width="640"] This is Till. He's about to join the party. Good luck finding any of that out though.[/caption] The game world spans three major cities and their surrounding areas, each divided into distinct districts. Much like the at-times bland cast of characters, there is little about these hubs that invites deeper exploration. That's not to say that they are lazily designed; the developers have certainly taken pains to pack a lot of visual detail into the environments. However, there is simply nothing to actually do in any of them other than run through and get into the occasional, equally uninteresting scuffle. There is little reason to forego usage of the game's fast-travel system, but the remote placement of quest objectives and sheer amount of back-and-forth pinballing that is required to complete them mean that traveling of any kind is usually a chore. Visiting and revisiting the same locations ad nauseam just to talk to the same NPCs over and over again simply isn't engaging or fun by any stretch of the imagination. At least there are a small handful of quests over the course of the game that conjure up a more interesting interaction. For example, a couple of dungeons ask the player to solve environmental puzzles, such as digging through a bit of local folklore and matching certain items with particular statues or activating switches in a predetermined order; there's even a standout sidequest that sends the party on a riddle-based scavenger hunt all throughout the Naut city of Uxantis. For the vast majority of the game's runtime, however, combat is the player's sole constant companion. In The Dying World , the developers have taken a step back from action-based battles and implemented a system more akin to real-time-with-pause. While players can opt to focus their attention on controlling only Vriden Gerr during combat and letting their companions run on autopilot, there are also options for pausing the combat at any point and issuing commands or even switching control over to a companion completely. Obviously, such a change in combat design will appeal to some more than others, but there is such a glut of extraneous mechanics to come to grips with that combat never feels smooth or satisfying in the least. [caption id="attachment_179689" align="aligncenter" width="640"] The setting dictates lots of swords and guns in combat, but some characters also make use of mystical powers.[/caption] To start with, the party seems perfectly capable of wearing down at least 95% of all encounters in the game without further interference from the player. This is a good thing, since learning each combatant's abilities and proclivities just isn't enjoyable. For one, the way the companions are unceremoniously dumped on the player all at once means there's simply no time to get to know each of them as a separate battlefield entity. Each companion has access to three unique skill trees, one for their class, one for their preferred weapon, and one specific to them as an individual (by comparison, Vriden Gerr, being a blank slate for the player to shape, has access to most of them). This means memorizing which companion has which abilities mapped to what button shortcuts is an exercise in ridiculousness, particularly when brute-forcing combat is almost always a better alternative. Then there's the speed at which combat moves, which would require constant sifting through menus and switching perspectives all over the battlefield to stay on top of. Most telling of all, however, is the fact that, even if one tries to exert control over the party, their AI has a tendency to override commands issued to it. Issuing an order for the party to jump out of the way of a boss's AoE attack, for instance, may result in some allies clearing the danger areas while others continue to wail away on the foe, heedless of the danger. Whereas almost any encounter can just be slogged through on autopilot, there are a handful of battles that are curiously unbalanced, typically pitting the combat party of four against unfair numbers that simply overwhelm them through sheer force. Thankfully, there exist a couple of sliders in the options menu that allow players to fine-tune certain combat variables on the fly, like separate sliders for how much damage allies and enemies deal and whether friendly fire registers. It may be a poor consolation prize to having an enjoyable or well-implemented combat system, but at least these options ensure that no player will ever become truly stuck on any battle scenario. The game's presentation is a bit of a mixed bag. As previously mentioned, there is a good amount of detail worked into the environments, though the color palette tends toward the brown and drab. While this certainly may be a stylistic choice and may even make some sense in the faux-historical context, it isn't often very nice to look at. Character models look fine, but there's little about them that stands out. At least the game's voice actors perform their roles fairly well, and probably add the lion's share of characterization to the cast, but even they aren't often up to the task of breathing life into the harsh fictional language of the Teer Fradeeans, which is (understandably) heavily favored by any native characters but often sounds wooden and recited straight from the script. The game's music does generally fit the bill quite well, being a good match for its mix of historical real-world colonization, with the occasional touch of the fantastical thrown in. [caption id="attachment_179704" align="aligncenter" width="640"] The world is pretty. Pretty brown.[/caption] Given the scope of GreedFall: The Dying World and the small-sized development studio it originated from, it seems inevitable that the game would also sport at least a few technical hiccups. In addition to AI-controlled companions having a tendency to follow the beat of their own war drum, there were a handful of times during the review playthrough that combat would initiate with only Vriden Gerr as an active combatant, while all other companions became spectators from outside the combat arena's radius, or stuck around a corner and somehow unable to find their way to the action on their own. A far more puzzling oversight was when a party member, having been allowed to perish earlier in the narrative, suddenly showed up again near the game's end in a dialogue scene where each companion was allowed to weigh in one last time before the game's final showdown. Equally odd was a completely different fallen party member also managing to return from the dead during the post-game, when the world opens up one final time for traversal despite there being nothing to do, with all quests, sidequests, and loyalty missions being permanently disabled by then. It all adds up to a game that's more commendable on paper than in its execution. GreedFall: The Dying World is an ambitious title by a smaller developer that tells a story from a perspective not often seen in the medium. A story about the horrors of colonization, not to mention told from the point of view of the colonized, is a laudable endeavor. But there isn't much about the game that makes it a fun outing. Characters lack personality, and it's entirely up to the player to seek it out where it exists, combat is an overly complex mess of options layered on a foundation made for brute-forcing, and both presentation and technical optimization are in need of fine-tuning. With the change away from the more action-oriented combat being a questionable one, fans of the previous installment may still be on board for another chance to visit the world of Teer Fradee, while all others may want to miss the boat this time around.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post GreedFall: The Dying World Review appeared first on RPGamer .
RPGamerApr 10