@uninspiredcup: Read that before. I thought it was a classic case of backseat writing from the looks of it. Here are some relevant excerpts:
"That isn’t to say that no art could use a setting like this, but it needs to be used with an awareness of what this setting actually means. Greedfall doesn’t demonstrate that level of care. The magical New World is mostly a playground for the player, not a means to examine complex issues."
"The fact that Greedfall tosses occasional scorn against colonial powers and dogmatism only makes it more frustrating that this is a game that appears to be about upholding the status quo, not enacting systemic change. These brief moments feel trite, as if Greedfall is uncomfortable with itself. Can I do anything about these injustices?"
"“It was never going to do that anyway,” my cynical brain says. But if part of my job is call on games to do better, then I also need to open myself up to the possibility that even fraught games may have the potential to achieve clarity"
Basically the developers didn't make the game Heather wanted to play and didn't handle themes the way Heather wanted them handled. I don't know why some journalists don't take a game for what it is instead of what they want it to be.
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