Spiders Studio does not stop moving towards its big ambition — to create a truly large-scale role-playing game capable of competing with recognized leaders of the genre. In GreedFall, developers are once again trying to make this dream come true, relying on classic RPG elements: a deep storyline, thoughtful mythology of the world, atmospheric locations, diverse satellites and extensive quest lines.
Gradually immersing yourself in the story, you realize that the authors sought not just to assemble a “gentleman’s set” of the genre, but to build a whole adventure with memorable characters, moral choices and lively gameplay. But did Spiders manage to assemble all these details into a single, truly outstanding role-playing epic? In this review, we will carefully analyze the mechanics, evaluate the atmosphere of the island of Tir Frade and find out if the game has managed to leave a mark in the world of modern RPGs.
Table of Contents
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Spiders Studio has been striving to take its place on the role-playing Olympus for almost a decade, starting with the low-key but curious Faery: Legends of Avalon. This was followed by the project Of Orcs and Men, created in collaboration with Cyanide, which is where the basic formula took shape, which the developers, consciously or not, still adhere to.
On the one hand, the French team has always been able to build atmospheric game worlds full of their own ent and neatly written plot. Their universes rarely seemed secondary: they had a sense of thoughtfulness, attention to detail, and a desire to create a deep narrative.
But on the other hand, each of their RPGs was invariably plagued by similar problems. The player’s routes were almost always limited to narrow corridors, which killed the feeling of freedom, and the role-playing system looked more like a must-have attribute than a flexible character development tool. Pumping in such conditions turned into a formality, devoid of true influence on tactics and gameplay.

GreedFall became an attempt to break out of this vicious circle. The game is really noticeably bigger, more diverse and richer both visually and in terms of mechanics. The authors tried to refresh the structure of the adventure, add more open areas, interesting quests and passing options. However, strangely enough, the result resembles the eternal history of Piranha Bytes studio: no matter how different their projects may be, the result is still a personal “Gothic”.
It’s the same with Spiders: they strive for more, experiment, expand the world and gameplay, but in the end GreedFall still remains a very “Spidey” RPG — with all the strengths and inevitable limitations.
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GreedFall Gameplay and Plot
A mysterious plague has broken out on the continent — malihor, a monstrous epidemic from which there is neither an antidote nor at least a temporary means to alleviate suffering. Only a painful death awaits the sick, and in the face of the disease, both the scientists of the Bridge Alliance and the priests of Thelema with all their sacred magic are equally powerless. The only glimmer of hope came when the travelers discovered the lost island of Tir Fradi, where, as it turned out, the locals have a natural immunity to the disease.
It is not surprising that the world powers rushed to their newfound “paradise”. After them, the main character, Sire de Sarde, a diplomat representing the interests of the Merchant Community, goes to the island. Accompanied by his cousin Konstantin, who has been appointed governor of New Serena, he must establish contacts with the tribes, maintain a balance of power and try to get closer to unraveling the origin of the deadly disease.

Although the world of GreedFall is completely fictional, the parallels are easy to read. Thelema resembles Catholic Europe with strict inquisition and religious fanaticism; the Bridge Alliance is a state of scientists and researchers driven by reason; the Commonwealth tries to maintain neutrality and, as far as possible, a balance of interests. And then there are the secretive navies that control shipping and influence trade as much as any empire. To better understand the political situation, it is enough to look at the key forces operating in the New World:
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Thelema is a religious state with a fanatical cult and a strict inquisition;
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Bridge Alliance — science, Progress and cold rationalism;
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The Merchant Community — diplomacy, flexibility and an attempt to please everyone;
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Navty — secret seafarers, monopolists in the field of maritime transportation;
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The indigenous tribes of Tir Fradi are the guardians of nature and ancient traditions.
Against this background, the islanders, who zealously defend their lands, look especially vulnerable to the invasion of strangers. Political conflicts and dramatic plot twists can easily arise here.
The main mission of the hero is to find a cure for malichor, but GreedFall is in no hurry to lead the player directly to the goal. From the very first minutes, the game immerses us in the intrigues of different factions, forcing us to get to know their leaders and understand what motivates each side. A tour of the capitals of the powers turns into a kind of introduction to the political map of the world, and acquaintance with the islanders turns into awareness of the scale of the clash between colonizers and aborigines.
Once you leave the gates of New Serena, you’ll see a view that makes you want to hold your breath. Lush forests, quaint stone arches, endless valleys — the Spiders artists really tried their best. GreedFall is not only the most spectacular, but also the studio’s largest game: instead of a single open world, there should be a set of independent zones, in the spirit of Dragon Age: Inquisition, each location feels spacious and lively.
And BioWare’s influence is felt not only in the structure of the world. GreedFall’s scriptwriters were clearly inspired by classic RPGs: the plot develops in several directions at once, and the player is forced to maneuver between the interests of the factions. By helping one ally, you automatically complicate relations with others — and this diplomatic “juggle” becomes a key part of the gameplay.
The authors tried to build a multi-layered narrative, where the role is played not only by the choice in key scenes, but also by how you performed side tasks, who you helped and who you ignored. It sounds big on paper, but in reality the potential is not fully realized. There is a desire to create a complex network of consequences, but there is a lack of resources or time to bring the system to perfection.
Hence the problems with working out the details. In one vivid episode, you have to investigate the loss of a batch of alcohol. At the pier, you are met by a customs officer who either forgot or “lost” the key to the document chest. The chest is two meters away, the key is under your feet, and the scene looks so conventional that it’s not so much the NPC’s lines that make you smile, but the production itself.
Such oddities occur regularly. The developers try to include at least a semblance of non—linearity in each task, using a skill system: charisma opens up additional dialogue options, science allows you to blow up walls, hacking allows you to get past security guards. But sometimes parallel paths so illogically duplicate each other that the very idea of choice is lost.
For example, to get the secret of a nobleman, you can use charisma and get the servants to talk. However, there are documents nearby that the hero calmly reads without any skills – and the end result turns out to be identical. Due to such “checkered” options, non-linearity often feels artificial.
And yet sometimes the choice really matters. He can change the fate of a minor character, simplify the mission, or, conversely, put the hero in an unpleasant position. The faction’s support pays off after many hours, and conflicts with its leaders can return unexpectedly. The gameplay doesn’t get harder or easier, but it feels like the player’s actions really leave a mark.
It’s just a pity that the role-playing remains limited. De Sarde’s moral portrait is rigidly set: it is noble by default, and even a choice between cruelty and mercy is acceptable only where the enemy is truly disgusting. Only closer to the end does the game allow you to show a little more severity — but not for long.
Dialogues and combat system
It’s easy to understand where the legs of all these conventions come from. There is no major publisher with a bottomless wallet behind Spiders, and the studio constantly had to squeeze in budget, resources, and time. For the sake of an exciting adventure, the player is ready to put up with sketchy scenes, rough directing, and the fact that the same hall “cosplays” a palace in three culturally different capitals at once. The architecture is copied almost carbon copy, the interiors are repeated, and the decorations are recognized from the doorstep. All this could be experienced if exploring the world brought excitement and emotions. But this is where GreedFall’s real trouble begins: its universe is simply boring to study, it feels lifeless and static, like scenery on a theater stage.
The unwritten rule of GreedFall is simple: follow the marker and don’t you dare turn off. Did you see a windmill in the distance, notice a path leading into the forest, or a mysterious rock around the bend? It’s better not to waste time. The beautiful scenery almost never hides any unexpected quests, rare loot, or small stories that RPG fans love so much. The game does not encourage curiosity and free exploration in any way. Yes, compared to the studio’s previous projects, it has become more spacious, with more open areas and routes. But the authors seem to have forgotten that the expansion of the world should be accompanied by a change in the approach to storytelling: in GreedFall, everything is still tied only to quests, and any “accidents” are reduced to skirmishes with the local fauna or another gang of thugs.
If you put up with it and focus solely on completing tasks, the game starts to work better. In good moments, GreedFall quite cleverly alternates battles, dialogues and walks through picturesque locations, creating a sense of a complete adventure. Although the combat system does not claim to be a complex tactical RPG, it is pleasantly controlled and feels like a light slasher. At first, the set of techniques is quite modest: a regular punch, an enhanced attack due to accumulated rage, a kick to knock the enemy off balance, dodging and parrying. There is no block in principle, and the game clearly pushes for an aggressive style, for dynamic gameplay, where it is important to keep up the pace. Later, firearms, magic spells, traps, and other skills are activated, depending on the chosen specialization and leveling of the character. In difficult skirmishes, a tactical pause helps — you can literally freeze the battle for a second, assess the situation and think over the next move.

But the dialogues, alas, do not reach the level of a good story RPG. It feels like the scriptwriters are trying to put maximum meaning into a minimum of text, saving each line, but this is a delicate craft. As a result, conversations often seem clipped and unnatural, and there are humiliatingly few possible answers for a game that relies on choice and consequences. Saving turns into embarrassment. A typical example is the acquaintance with Princess Siora. You barely set foot on the island, spent a couple of minutes with her, and the game already offers a phrase in the spirit of: “You’ve never talked about your father…” For the diplomat de Sarde, this does not sound tactful, but awkward and alien, breaking the feeling of live communication and the character of the hero.
At the same time, the partners in GreedFall turned out to be successful: they have their own motives, conflicts, history, and generally fit into the atmosphere of the world. The problem is that the companions are revealed strictly on schedule, at those moments when the scriptwriters wanted it. It is impossible to force the development of personal lines, as well as accelerate the acquisition of their trust. Each companion has a mandatory personal quest, but access to it is given strictly according to the scenario, which makes the role-playing feel constrained. On top of all this lies endless running: from point A to point B, then to point C, then to D — and so on to the end of the alphabet, and then, lo and behold, you will go to the second circle.
Sometimes the situation reaches the point of outright absurdity. In one of the tasks, the game takes you for about fifteen minutes of real time through three different locations between a dozen NPCs with whom you can’t even talk normally — the dialogues there are almost non-interactive, and your choice comes down to formality. You have to return to individual characters twice, and all this just for the sake of moving along the quest chain, without a fight, without interesting forks, without gameplay variety. Additionally, the movement system is annoying: you can’t just open the map and instantly transfer to the desired camp. First you need to run to the already open camp, and only from there use the “teleport”. After a couple of such marathons, palaces and official residences will begin to evoke not a sense of grandeur, but pure, almost physical fatigue from running through the same corridors.
Pros and Cons of GreedFall
The persistence of the French studio really commands respect: Spiders, year after year, are stubbornly moving towards their goal of creating a full—fledged, mature RPG that could talk on equal terms with the giants of the genre. And even though each new project brings only a small step forward, GreedFall has become their most notable success to date. The game is visually impressive, offers fascinating storylines and a neatly constructed world filled with lore and an old-school fantasy atmosphere. Plus, there is an elegant, intuitive combat system that does not overload with mechanics, but gives a feeling of dynamic, intense gameplay.

But the deeper you dive into Shooting Galleries, the more clearly you realize that this adventure sorely lacks attention to detail, the very “small touches” that turn just a good game into a truly vibrant world. Spiders has not yet learned how to fill open areas with natural events, side stories and small discoveries, which are loved by the best RPGs. Sometimes it seems that the studio just needs to breathe in a little of the spirit of Piranha Bytes — those very masters of interactive worlds where something new is hidden behind every turn.
Pros
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Amazing landscapes of Tir Fradi — from dense forests to mystical valleys, each location works for the atmosphere.
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A well-designed world and characters, with their own motives and character.
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Strong plot sequences: there are some really fascinating stories among the quests that you want to finish.
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A simple but enjoyable combat system that creates a sense of dynamics and engagement.
Cons
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A strange non-linearity, where different solutions often do not make sense or duplicate each other.
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Almost total lack of interest outside of quests: the world is static and does not reward exploration.
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An obvious saving of resources, due to which the scale and ambitions of the project clearly exceed the capabilities of the studio.
GreedFall System Requirements
How to play GreedFall for free on Steam via VpeSports
There is something elusively alive on Tir Fradi, as if the island itself listens to every newcomer who decides to set foot on its land. GreedFall greets you not as an ordinary game, but as a new world in which stories are not read, but lived. Here, the sound of the wind in the crowns of old trees sounds like a warning, and the look of the locals sometimes says more than their words. You will not just move through the plot — you will become a part of the island, a part of its pain, secrets and hopes. And it’s amazing that you can get into this atmosphere for free, without unnecessary barriers and difficulties.
We tried to make the entrance to the game as human and simple as possible. No endless settings, downloading obscure files, or searching for instructions all over the Internet. Just register, log into your personal account, and your access to GreedFall is ready. There are clear recommendations nearby, according to which you can deal with the launch or activation of a free Steam account with one hand. Feel like a traveler who is just unpacking before the big road — all the most difficult things have already been done for you.

When you return from your first outing, share what you felt. Vivid emotions are important to us, whether it’s delight, bewilderment, surprise, or even criticism. If the review suddenly “freezes” on moderation, slightly change the wording — we are not trying to shut anyone’s mouth, just make sure that everything looks neat. After approval, an email with the data will arrive to you automatically, as a small “thank you” for your honesty.
If you want to stay close to those who have also fallen in love with the world of GreedFall, our Telegram channel will be a great marina. There are always lively discussions, new accounts, important updates, tips, news and just human communication. And if you suddenly have a question or a technical hitch along the way, take a look at the “How to play for free — The Complete Guide” section or write to us in the chat — we really try to answer quickly and in a friendly way.
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