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Geneforge 3

Moby ID: 26576

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Critic Reviews add missing review

Average score: 78% (based on 3 ratings)

Player Reviews

Average score: 3.9 out of 5 (based on 2 ratings with 1 reviews)

True to the series' spirit but with a few new additions

The Good
The game continues the story of the Shapers and the rebellious creations and humans who wish to end their rule (the reviews for the original Geneforge describe the core gameplay better than I could). In many ways this installment is the turning point of the series - it is here the rebellion takes on its full power and starts to truly threaten Shaper control. This makes G3 an important game for fans, but good storytelling and interesting plot will just as attractive for new player as well.

While most aspects remain the same the game does add new features: At the very start you will find two companions (one slightly later than the other one) that will accompany you on your journey, helping you fight your fights, but without being a burden on your essence like your creations. The most important aspect of your companionship is the conversations you will occasionally (at set points in the game) have with your two buddies; one is a rebel sympathizer, while the other is a hard-line Shaper. Being young and inexperienced they will often ask you about your philosophy, the correct path, morality and what place the Shapers must hold in this changing world. All your answer effect the game, some effects may be subtle and reversible (general questions about Shaper rule will slightly adjust your Shaper/Rebel reputation), but some answer or actions can trigger harsher and very much independent behavior.

Secondly, you now have the ability to craft your own powerful artifacts. While previous installments required you to find someone who can do that for you for payment and proper ingredients, in this game you can do it yourself as long as you have access to a magic anvil. The new crafting system is important to gameplay as it is the only way to get the most powerful items in the game. It's also quite varied: You can craft attack crystals (single use spell-like items), wands (like an attack crystal, but can be used several times before they run out of charges), augment your weapons and armor with blessing crystals (ten blessing stone types offer different bonuses and have different effect whether you put them on your armor or your weapon) and the powerful artifacts I mentioned earlier. The anvils are not easy to come by, as there is only one in each island. Often you will have to complete quests just to get access to any anvil. The recipes themselves are scattered all around the islands, most in old tomes hidden in dangerous dungeons, where as some could be learned from NPCs for certain favors.

Just like in previous game there are multiple endings which depend on your actions (the side you chose, the canisters you used and your how you acted with the geneforge). Naturally, this increases the game's replayability as you want to discover the endings you missed. In addition you still have the options to solve most problems using either combat or leadership or stealth and mechanics or a combination of thereof, changing your gameplay according to how you build your character.

The Bad
There is a bad side to being a turning point: It takes away some elements that made the previous two games so good.

Firstly, this game is much more linear that its predecessors. It may bother me more than most, but I liked how the previous games allowed me to go pretty much where I want, as long as I was strong enough, or crafty enough to pass the defenses. This game is divided into distinct areas, just like the previous ones, but you are now travel through isolated islands, each usually preventing you from going to the other ones until you solve the main quest for the island in favor of the Shapers or the rebels. While you can still try to remain neutral on the first two islands, by mid-game you'll be forced to take a side to keep advancing.

This brings me to my second point - there are only two sides now. Gone are the three factions of the first game and the four factions of the second game. Dichotomy can be more realistic, but I felt I wasn't having nearly as much impact on the world as I had in the first two games. Apparently forcing me into an ideological mold when my basic approach is "a pox on both your houses" didn't make me feel like the big hero I was supposed to be. What's the point of being an all-powerful Shaper if whatever you choose in the end serves some faction you don't like?

Thirdly, your companions have the personality of a cardboard cutout. Their world view is amazingly singular, and their inept attempts to lure you to their side made me hate both factions even more. I like the idea of free minded companions. I liked it in Planescape: Torment and in Baldur's Gate 2, but a designer has to approach such characters gingerly; don't make them too talkative or too one-sided, let them have at least a modicum of wit, or be enigmatic in some way. Nothing of this here. I found the characters a bore, but needed them to help me fight, making me more and more resentful with each area we passed.

Lastly, there are no new creations or spells, and even the artifacts are mostly reused from the previous game. I didn't find it all that objectionable as there are enough options, but it may upset some.

The Bottom Line
A good game, but can speak to some much more than others. Probably not the best way to start playing the Geneforge series, or Spiderweb games in general, but fans must definitely get this game.

Windows · by Alex Z (1856) · 2011

Contributors to this Entry

Critic reviews added by Scaryfun, Rodney Lucas, Jeanne.