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The land and the factions that inhabit it are fixed, but their state and the front-line NPCs that populate the world are systems-driven…” “There is a small cast of written player-characters / companions who have their own questlines, but these take place in a dynamic world with procedurally generated NPCs. You are put into a simulated economy and set loose to make your fortune.” “It’s more of a pirate/mercenary sandbox than a sequence of story battles. “Griftlands is much less directed than Banner Saga,” says Kevin Forbes, designer on the game.
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But it’s not as cemented in its storyline, says Klei. Looking at the town-to-town traipsing and Cartoon Network-ish animation, you might be forgiven for thinking of viking RPG The Banner Saga. As expected, it’s a game of money-grubbing and turn-based battling, but it’s also a world where characters will hold grudges against you, say the creators. So I annoyed them with some questions and got a few more details. But developers Klei have a good track record with their cartoony games. We haven’t seen much of sci-fi RPG Griftlands, apart from a short trailerfeaturing a drunk frog-man getting turned in by his space pal for a sweet bag o’ cash. Griftlands is a ‘pirate sandbox’, says Klei