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GreedFall 2: A Hands-on Look at the Decaying Realm

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A few years back, the French creator Arachnids disclosed AvariceAutumn 2: The Withering Domain, the follow-up to its sturdy 2019 roleplaying adventure. At that time, the studio was targeting a 2024 release timeframe. Following a recent media exhibition, we discovered that the game is set to premiere this Summer, albeit solely in initial access. The complete edition is scheduled for unveiling at some juncture in 205.

In opposition to that declaration, the studio has scrapped the notion of it being a precursor. The saga’s occurrences will instead unfold concurrently with the storyline of the inaugural title. Unchanged is the essence of AvariceAutumn 2: The Withering Domain, as it will essentially retain the fundamental concept of the original by reversing the perspective: instead of voyaging from Gacane to the isle of Teer Fradee, you’ll be journeying in the opposite direction (though not by choice) to explore the ancient land. This approach enables the studio to sustain the stance of an outsider delving into an unfamiliar territory.

The leading persona is designated as a Termed Doneigad, a Sage, albeit a freshly installed one. Although the version I engaged with did not permit character personalization, it will eventually be accessible later in the initial access period. The ultimate individual aspiration of the Doneigad is, naturally, to reattain autonomy, while a wider goal for the full game was hinted at by Arachnids: thwarting the delirious mission of one individual to bring devastation upon the entire continent of Gacane.

In AvariceAutumn 2: The Withering Domain, the protagonist will traverse a variety of territories from Gacane, inspired by the European Baroque period. Players will come across some of the factions from the first game, along with a few novel ones that were absent from the Bridge Alliance expedition to Teer Fradee.

This marks the first Arachnids game to debut in initial access. The studio cited several rationales for this decision, starting with the necessity to amass feedback from its rather substantial community (the initial game retailed over two million copies). This aligns with the acknowledgment that the sequel is substantially larger and, consequently, will necessitate more time to be thoroughly refined. Additionally, the studio is still enhancing the introductory process and combat mechanism.

Players can anticipate approximately 30% of the complete game being gradually integrated into the initial access version, with additional territories, companions, features, builds, and talents being rolled out incrementally through updates. Overall, the team aims for approximately 60 hours of gameplay for the complete launch.

AvariceAutumn 2: The Withering Domain commences on Teer Fradee, where the primary character is still considered a ‘Vriden Gerr’ (Rootless) on the verge of undergoing the initiation ceremony to become a Doneigad. Members of the Bridge Alliance have already descended upon the isle, with some natives already pointing fingers at them for polluting the land. One of the companions, Nilan, stands out as among the most antagonistic towards the ‘intruders,’ while the other companion, Sheda, seems to harbor potential romantic inclinations for the main character.

It’s crucial to highlight that the edition I tested was still incomplete in comparison to the one set for early access release. Some dialogues lacked voice-overs entirely, while in other instances, facial animations were merely placeholders. Given these limitations, it’s arduous to form a complete assessment of the game’s presentation. However, AvariceAutumn 2: The Withering Domain undeniably boasts impressive aesthetics. It continues to be powered by the studio’s Silk Engine, yet notable enhancements have been made, particularly in the lighting domain. While the gameplay was not flawless, such shortcomings were expected given the nascent build. NVIDIA DLSS is already integrated on PC, however.

The most conspicuous alteration I detected while experiencing this sequel is undoubtedly its fresh combat system. Arachnids has perennially developed action RPGs, from the era of Bound by Flame, The Technomancer, to AvariceAutumn itself. Players previously had the liberty to maneuver in real-time, parry, dodge, etc.

Now, they have transitioned to a significantly more strategic-based system. Everything unfolds in real-time, yet you can pause at any juncture to take charge of a companion (also novel in AvariceAutumn 2: The Withering Domain) and issue directives as you see fit. There even exists a combat log documenting all occurrences on the battleground. This shift caters well to those keen on tactical gameplay but signals the eradication of the action component. Characters will auto-attack unless provided with directives to execute specific skills, essentially mandating constant micro-management, particularly at elevated difficulty levels. Each character can be queued with up to three skills under a single directive.

Evidently, the ambience is distinct and may not resonate with everyone’s preferences. It’s intriguing that the developers opted to overhaul the combat system to this extent despite the triumph of the initial installment. Equally noteworthy is that BioWare’s Dragon Age (a clear source of inspiration for Arachnids) is veering in the opposite trajectory. Whereas the original entry in that series, Origins, encompassed tab-target-like tactical combat, subsequent iterations have veered towards action combat, with The Veilguard even eliminating direct control over companions (although combat can still be paused to issue specific directives to companions via the new ability wheel, rendering it more tactical than the initial AvariceAutumn).

On the flip side, AvariceAutumn 2: The Withering Domain is transitioning from pure action to a more methodical strategy-based approach. Clearly, advocates of Dragon Age craving a return to Origins will find solace here. As for me, I’m not particularly enthusiastic about this particular alteration. Nevertheless, I eagerly anticipate the fresh narrative in what I previously characterized as one of the most distinctive fantasy realms conceived in recent gaming endeavors. There are also additional inclusions, such as a novel tracking vision mode that illuminates environmental hints when scouring an area for intel, undoubtedly among numerous others I wasn’t able to discern in the succinct two-hour hands-on.

I’ll continue monitoring the progress of AvariceAutumn 2: The Withering Domain throughout early access and relay any noteworthy content and feature enhancements. Stay tuned.

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