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GreedFall Review: Teer Fradee Still Pulls Me Back

АвторPatrik Mršnik
ПровереноFilip Premuš
GreedFall Review: Teer Fradee Still Pulls Me Back

I picked up GreedFall a few patches after launch, expecting a smaller Dragon Age and finding something stranger. This GreedFall review covers Teer Fradee with the Gold Edition content folded in and a PC mod scene on top.

Spiders shipped this in September 2019, and it has kept selling since. Focus announced one million copies sold in August 2020, and Nacon put the total past two million in May 2022.

Below, you'll find how the diplomacy holds up, where the combat gives out, what the GreedFall romance options deliver, and the GreedFall mods I keep installed.


GreedFall Review Summary

GreedFall Review Summary
  • GreedFall is a mid-size colonial RPG on Teer Fradee, where five factions and the native clans want the same land.

  • The talent system carries the whole game. Charisma, Science, Intuition, Lockpicking, Craftsmanship and Vigor open real quest solutions, and faction reputation reacts to method instead of body count.

  • Combat is decent for about fifteen hours, then Craftsmanship upgrades outrun the difficulty curve.

  • Four of the five companions are romanceable, though each route ends in one scene and locks the others out.

  • Backtracking is the worst part, and PC mods are the only real cure.


Teer Fradee Earns Its Slow Start

The opening hours are a costume drama with a fever underneath. I play De Sardet, legate for the Congregation of Merchants, shipped to a newly settled island alongside my cousin Constantin, the new governor of New Serene. The job is to find a cure for the Malichor plague eating the continent back home. My first two hours were conversations in wood-panelled rooms and I nearly bounced off.

Things sharpen once the Bridge Alliance city of Hikmet and Thélème's San Matheus come into reach. Every faction holds a defensible position and a foul method to go with it. Thélème converts at sword point and sincerely believes it saves souls, and the Bridge Alliance experiments on natives in service of the cure I need. I came out of my run unable to name a villain, which is more than most colonial fiction manages.

Seams show in the environments. Teer Fradee is lovely in a painterly, low-budget way, all wet grass and standing stones and grey coastline. Then I walked into my fourth identical cave with the same rock arch in the same spot, and interiors repeat across cities the same way. I could read a new dungeon's layout inside ten seconds, which cost the place its menace.


Diplomacy Beats Combat Almost Always

Diplomacy Beats Combat Almost Always

The talent system is the best thing here and the reason I stayed. Six talents, each with three levels: Charisma, Science, Lockpicking, Intuition, Craftsmanship and Vigor. They open quest solutions instead of handing out stat bumps. Charisma turns a standoff into a conversation, and Science blows a weak wall to skip a fight entirely. Vigor opens the climbs and balance beams that get me into a compound without its front gate.

Reputation runs separately per faction and it moves on method. Solving a dispute without drawing steel pays better than clearing the room, and the game tracks who I annoyed getting there. Torso armour carrying a faction crest reads as affiliation, so Thélème guards wave me into restricted quarters and then narrow their eyes at the native companion walking in behind me. Taking Síora into San Matheus becomes a decision rather than a default.

Building for talk cost me nothing, and that is the flaw. Points spread across Charisma, Intuition and Science covered nearly every quest I met, and the peaceful route was usually the better-paying one too. By the midpoint the choice between fighting and negotiating had stopped feeling like a choice, since one side of it kept winning on every axis.


Combat Peaks Early Then Flattens

Combat is action-RPG with a tactical pause and three trees: Warrior, Magic and Technical. The rhythm is dodge, land two hits, back out, and it works for roughly fifteen hours. Heavy beasts telegraph wide swings worth reading, guns hit hard on a slow reload, and the pause lets me stack a trap and a phial before something large notices me. The same matchups keep coming back, with ulgs and bandit camps filling most of the back half.

Craftsmanship is what broke it. Upgrading one good blade with better grips and edges outran the level curve fast, and armour works the same way, so hard mode stopped registering as hard well before the last act. I finished on autopilot with a sword I had been improving since the second region. Swapping to a fresh weapon mid-run was the only way I found to put the challenge back.

Walking is the bigger drain. Quests bounce me from the harbour house to the governor's chair and back through loading screens, and fast travel points are sparse. A Steam poster going by Scarr reckoned about a fifth of the game is spent running the same corridors, and my playthrough matched that.


Romance Options Are Thin But Sweet

The GreedFall romance options cover four of the five companions. Vasco and Síora are open to any De Sardet, Kurt to a female one and Aphra to a male one, and Petrus stays a friend throughout. Getting anywhere means clearing all three of a companion's personal quests and picking dialogue that matches their values. Vasco warms to straight answers about his past, Síora to real interest in her people.

Payoffs are small. Each route lands on a bedroom scene and a kiss, then locks the commitment and closes the other three off for that playthrough. Between the first flirt and that scene there is very little: no banter that shifts and almost no reactivity outside the companion's quest chain. I reached the end of Vasco's route wondering when the relationship had started.

Personal quests carry it anyway. Síora's chain is the strongest writing in the game and it puts the colonial story on one person instead of a faction banner. Kurt's pulls the Coin Guard apart from the inside and handed me the one choice I sat staring at for five minutes. Treat all four as character arcs with a kiss stapled to the end and they hold up fine.


Game Mods Fix The Daily Annoyances

PC is the version I would pick, and GreedFall mods are most of the reason. The scene is small and almost entirely quality-of-life, built around a support mod that the other files hook into. Quick Loot empties containers without the confirmation window after every fight. Better Compass puts inactive side quests on the compass and widens the detection range, which cuts a real share of the wandering.

Improved Camera pulls the view back off De Sardet's shoulder, and against three enemies that difference is not subtle. A party size mod pushes past the two-companion cap and the island feels less lonely for it. Romance hints marks the dialogue options that move a relationship along, aimed squarely at players who lost a route to one careless line.

Two warnings before you build a list. Mods hook into the game files, so a setup assembled for the base game can misbehave on the Gold Edition build, and the older files are the first to break. Console players get none of this, which is the strongest single argument for buying on PC. I keep my own list short and reinstall it only after a fresh patch.


Is GreedFall Worth Buying Right Now?

Yes, if you want a mid-size RPG with real quest solutions and you can forgive repeated rooms and a difficulty curve that gives out early. This is a game with the ambition of something four times its budget. The parts it spent money on are the parts that matter: writing, faction politics, and talent checks that let you route around combat.

Wait on it if you need polish. Facial animation is stiff, the odd pronoun slips for a female De Sardet, and the fetch-and-talk quest loop will wear on anyone short of patience. At full price I would have felt those rough edges more, and it goes on sale often enough that you can read the current number on the official Steam page and decide for yourself.

The Gold Edition is the one to get. It folds in The De Vespe Conspiracy, a new region with a new enemy faction, and the PS5 and Xbox Series X and S versions arrived alongside it on June 30, 2021. The sequel, GreedFall: The Dying World, is a prequel told from an islander's side, so either one works as a starting point.


FAQs About GreedFall

FAQs About GreedFall

How long does GreedFall take to finish?

My run landed around 40 hours with most side quests and every companion chain done. The main story alone runs closer to 30, and The De Vespe Conspiracy adds a few hours.

Can you romance every companion in GreedFall?

Four of the five. Vasco and Síora are open to any De Sardet, Kurt only to a female one and Aphra only to a male one. Petrus is the exception, and one commitment closes the rest for that playthrough.

Is GreedFall open world?

No. Teer Fradee is cut into hub regions joined by loading screens, with cities and wilderness zones that open as the story moves.

Do GreedFall mods work on the Gold Edition?

Many do, and the quality-of-life ones are usually safe. Files built before the Gold Edition patch are the ones that break, so check the last update date.


Final Words

What sticks with me is how often GreedFall let me be a diplomat and meant it. Most RPGs bolt a persuasion check onto a fight they already designed. Spiders built the talk route first and left the sword as the fallback, which tells you where a small studio put its money.

The rough parts are the parts a bigger budget buys: animation, enemy variety, the fourth identical cave. Anyone who can see past that gets faction writing better than most games with ten times the staff, and anyone who cannot will quit in the harbour district without ever seeing why the rest of us kept going.

Play this one first, take the slow opening on faith, and install a compass mod before hour ten. Teer Fradee rewards patience more than skill, and what annoyed me faded faster than what I still think about.


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