Summary: Greed: Black Border really brings to mind a sci-fi version of Diablo II . With its simple control scheme and inventory set-up it’s easy to learn and play and offers a nice uphill challenge level that won’t leave first time players cursing themselves for picking it up. From the amazing visuals and effects as well as a well done sound track, you’ll get sucked into the world and want to keep amassing your own wealth and weapons.
Conclusion: Unfortunately, great lighting does not necessarily make a great game. Even at its low $20 price point, it is hard to find value for money in GREED: Black Border . Repetitive gameplay, uninspired environments and enemies, restrictive weapons… there’s just so much here that is of this day and age. The sum of the parts combines into a rather lifeless game that you can play for a while when you are bored but will not rid you of your boredom.
Summary: I would not suggest you look into this game. Even the demo might be enough to piss you off. Just plain bad design and I see no way to fix it without a complete restart of the game’s development.
Conclusion: freedom in terms of creating detailed environments. In this respect, Greed does a good job. The environments are detailed, which speaks to the talents of the artists. The down side to locked isometric views is that they require transparency or clipping of the walls when the character gets too close. The clipping for Greed is passable, but not by any means perfect.
Excerpt: Every once in a while some developer comes along, seemingly out of nowhere, to deliver a solid, fun game with a unique take on an established genre. After hearing a few good things about the futuristic action-RPG Greed: Black Border , I decided to give it a shot. I grabbed it on Steam and fired it up with little in the way of expectations and what I hoped was an open mind.
Conclusion: Greed: Black Border is the latest budget role-playing game from Clockstone Software, the Austrian developer behind Avencast: Rise of the Mage . As with Avencast , Greed mixes together action role-playing elements with puzzles in an attempt to create something beyond the norm, but once again Clockstone failed to energize the combat with any sort of life, and so once again their title isn’t a lot of fun to play.
Excerpt: and donate them to my local technical college or JC, on the condition that all aspiring game design students be forced—I mean, required—to play it. I can see them now, row upon row, shackled to their keyboards and mice, promising, through their gritted teeth, never to repeat these mistakes in their own games.