The Spiders' games have long been Eurojank budget RPGs. They've always had the heart and the ambition, but never either the prowess or the budget to get there completely. GreedFall feels like the closest they've ever come to realizing what they wanted to create to its full potential. There's still some jank, but this is the least jank Spiders game and the closest to AAA production value they've ever come (still not quite there, mind you).
This is the best that combat has ever felt in a Spiders' game. It's still pretty much the same combat system they've used in all their games, but it just kinda works better. It flows better, the feedback feels better, and you have a lot of tools at your disposal. I didn't go much into the magic skill trees until the very end when I had already gotten everything I wanted for my build and I just had a couple extra points to spend, but I can tell you that firearms feel great. I think it's a combination of good sound design and good feedback , both the recoil of firing a blunderbuss and the knockback on the victim. Guns just feel appropriately loud and punchy. Melee is pretty good too, dodging and parrying both work well. You have a normal attack, a secondary attack, and a special attack, which you need to build up your fury to use. These attacks change depending on your weapon type. For example, with a 1 handed sword your secondary attack is a kick, which is quick, hard to parry, does little damage, but it's great for breaking guard and unbalancing the opponent. With a 2 handed heavy weapon (hammer, axe, etc.) your secondary attack it a big overhead smash. It's slow, but it does lots of armor damage and can generate a small shockwave that does some AoE damage.
I can't comment on m&kb controls, but the game felt great with a controller. I thought the default controller scheme worked really well. It lets you bind a whole bunch of actions to the limited buttons you have to work with on a gamepad via a modifier button (I could have done that anyway with my Steam Controller, but didn't feel the need to since the in-game controls were plenty good enough) and the way it's set up it works really well. I'm not the most dexterous guy in the world, but even with my fat, clumsy fingers I almost never wound up doing actions I didn't mean to do. I had no problem attacking, parrying, firing guns, setting traps, throwing bombs, and casting heals in the middle of an intense battle. Everything worked properly and consistently.
If I had a criticism it's that there's too much black & white in the story. They do try a little bit in giving multiple points of view, but it's abundantly clear who's really in the right and who's really in the wrong in most cases. There is a very clear good path and a very clear evil path most of the time. I wish they muddied things a bit more. Also, while they've done a better job of disguising invisible walls than ever before, Spiders does still have them in there and I really hate invisible walls, especially when it's like a couple branches half a foot off the ground. You're telling me my character can't easily step over that?