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RPGWatch Forums » Games » Indie RPG » Geneforge 3 Thoughts….

Default Geneforge 3 Thoughts….

July 8th, 2012, 19:21
I did a short Geneforge 1 review and skipped reviewing Geneforge 2 because I found it to be a technical and story rehash of Geneforge 1.

A few Geneforge 2 thoughts:
It took me around a year just to finish Geneforge2. Can a game be too open? Geneforge 2's story suffers from rehash plus a world so open the story can get lost as you puzzle out which direction to head. Towards endgame it was actually pretty unclear for me what the goal was…. so when in doubt find the faction most evil and launch universal eradication of all life. I took that approach and the "end game" just sort of happened. Faction alignment never seemed prudent, necessary or compelling.

Enter Geneforge 3.
First the technical enhancements. Very pleased that the interface and inventory system are pretty much identical to Geneforge 4. This is huge. Geneforge 1 and 2 are pretty archaic in that area. Vendors in Geneforge 3 have unlimited funds. Is it realistic? No. But the older Geneforges also suffered from the single shopper money system. That's you. It creates lots of rationing and pointless management and pissing off a faction can have dire economic consequences. I'll take unlimited funds any day. Geneforge 3 also includes crafting, both in wands, jewelry (components) and weapons and armor enhancement items (you don't craft these, but can enhance them ala Avadon). It adds a nice dimension to the gameplay and for a series that can be challenging its a welcome reward.
Second the island zoning. Islands are used as a hub and spoke mechanism. It might annoy some but for story progression its a good thing. It also limits delaying boss fights as you farm XP in other areas. Geneforge 3 has a fresh and strong story that drives you to boss conflicts as part of progression. Its a testiment to great game balancing that Geneforge 3 stays challenging throughout. As a contrast, I was completely unstoppable in Geneforge 1 and 2 once I was about 65% done. Geneforge 3 and Geneforge 4 both use a hub and spoke model for tighter story while still encouraging semi-contained "open world" gaming. I haven't played Geneforge 5 yet so I can't comment there. A final note - Geneforge 3's art assets are a major improvement in both world detail, NPC and creature detail and texture quality.

Anyway, enough babbling. I just wanted to make the following recommendation: If you want to start the Geneforge series but you don't want to suffer an archaic interface start with Geneforge 3. Geneforge 1 and 2 are great games themselves and the backstory is worth it alone, but Geneforge 3 really marks the beginning of "modern" Geneforge gameplay. I'm about 60% complete with Geneforge 3, in only about a week of playing so it won't be a year to complete this one. Its that good!
--
"For Innos!"
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July 27th, 2012, 04:51
I'm surprised noone has commented on my opinions but ok! I just finished the game tonight. My opinion is unchanged however I will suggest Geneforge 4 is better. It also has zones, but in Geneforge 3 after a while traversing the islands to access inventory drops and forges got on my nerves, but it is a minor criticism in the end. Excellent installment in the series. I'm going to replay 4 and switch sides. I was a Rebel Warrior last time. I love the Guardian (Warrior in Geneforge 4) especially with all the enchantments and heck the thrill of a Quick Action smack down double hit, but a pure Shaper with a bigger party is just too much fun. Off to Geneforge 4 (again )…
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July 27th, 2012, 09:37
Yeah, playing as shaper seems most interesting to me, too.
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