After 17 hours of play GreedFall has not lost the sensations of adventure, intrigue and exploration that are perceived during the first 3-5, which is the pre-island part where much of the game takes place. And it is that the campaign is full of very well planned and developed missions in which ethical and moral decisions abound with an interesting political, religious, cultural and even spiritual background, which at the same time branch into secondary missions with the same level of development and interest that can be resolved in different ways, depending on the skills and information you have at the moment, adding freedom to those feelings of adventure and intrigue from the start. Although of course, there is an occasional dump, which is especially seen in the contracts that can be found on boards in the squares of the different cities and camps that we find. Places that have a good size and an atmosphere of their own, but that lack interaction with most buildings, except those that have to do with a mission or objective. The same goes for the map, which is not open but is divided into several sections separated by short loading times. The fight is fine, but nothing outstanding. However, everything behind it is well established: the skill tree, weapons, armor and spells, enriched by a vast lore. It is true that at the graphic level the game is austere and is constantly repeated across the stages, but for a project that cost 5 million euros, it is not bad. Its narrative strength, and especially the care that can be seen in many details, compensates for its technical limitations.
Worth it? Worth every penny and seconds spent.