Shadowrun returns (on kickstarter)

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The deal breaker for me with this game is that is completely checkpoint based and you can't save yourself...
 
Checkpoints could actually improve the experience for me. Let's you fuck up once in a while, no quick-saving before you attempt something and quick-loading when you fail.
 
aenemic said:
Checkpoints could actually improve the experience for me. Let's you fuck up once in a while, no quick-saving before you attempt something and quick-loading when you fail.

Indeed. live with your mistakes(or not so optimal outcomes).
 
Or give the option to the player instead of forcing them to lose progress if they need to stop playing before reaching a checkpoint?
 
Played little bit.
it's art really good and attribute system looks interesting.
but dissapointed little bit by check point system, linear story.
it is really linear. play untill meet Jake and find his stash but there's almost no freedom to move or someting. plus checkpoint system makes game more linear.

linear game doesn't mean bad game but it is sad that great potental is wasted. if they use PnP rule, than it is good method to make game more non-linear like Fallout.
 
Hm, I expected it to be nonlinear for some reason. If it's on rails, then checkpoints make complete sense.

One more reason to not bother with this one, though.
 
You'll miss out if you don't get it, IMO. The writing and atmosphere is top notch, the fights challenging on hard, the adventure bits are fun. For that price you get also the editor and many future fanmade modules, it's basically a steal.
 
Surf Solar said:
You'll miss out if you don't get it, IMO. The writing and atmosphere is top notch, the fights challenging on hard, the adventure bits are fun. For that price you get also the editor and many future fanmade modules, it's basically a steal.

Yeah, I think I'll wait to see what the modding scene looks like and maybe pick it up later. Read a bunch of reviews, all of which peg it as a fun but flawed game.

I don't really buy the "it's got an editor!" argument though, not until we see the first mods. Especially since, from what I read, it's not very user-friendly.
 
From glancing at it briefly it's quite like the NWN editor, so not hard so much as takes a while to figure out how to use it. Downside is no easily editable .hak files due to Unity.

Anywho back to pew pewing mage's who can't use cover.
 
So does the main campaign offer much replayability? Is there any roleplaying involved whatsoever, any meaningful choices?
 
The checkpoints thing is a lost opportunity. I always liked saving at your apartment or wherever you're crashing. At the same time you could apply karma points, check messages, sleep - they fused a save function in along with some other in character purposes.

This game is quite linear, like a string of set pieces lined up one after the other, without the ability to wander past them.

I think it robs the game of...Shadowrunning. Which is kind of dumbfounding, it's kind of the essence of a Shadowrun game to me. Just picking up random jobs of one kind or another and running around interacting with the different strata of the city. Can you not hire other runners either? Doing quests where you're strung along, spoonfed plot points and clues isn't enough.

Maybe I haven't gotten far enough. I just feel underwhelmed about some aspects that it couldn't top a few 20 year old console games on. I see myself having played and replayed those more than I would this game. It does look good, and the combat is much better, otherwise...

Checkpoints could actually improve the experience for me. Let's you fuck up once in a while, no quick-saving before you attempt something and quick-loading when you fail.
I tend to agree, however, like I said, it's a series of linear setpiece areas, you're not really ever going to wander into the wrong end of town before your character is beefed up enough to handle something.

aenemic said:
So does the main campaign offer much replayability? Is there any roleplaying involved whatsoever, any meaningful choices?
Well, combat is going to be different depending on your build. There are periodic stat or skill checks in dialogue that open up some options. The thing is though, with the linear areas strung together, you get to an area, you finish it, and you go to the next one - you might pass a stat check that gets you an extra clue, or a stimpack or something, but essentially, I don't see any divergence or substantial consequences. I'm only 5 hours or so in at this point though.
 
You do get to hire other runners and you do get to do actual runs later on, planning for them in your safehouse etc. Sure it's still linear, but it's not bothering me at all.
 
Cool, but I'm guessing you have no choice to advance the plot, and they lead you to each area by the nose though? I think of how the old Genesis game really filled out the world better with random, procedurally generated content like random encounters and random runs to augment the main quests and involve you more in the whole city. This game seems more hemmed in and limited in scope.

It's still $15 well spent for me, just nitpicking. Nice to see my first kickstarter endeavor reach maturity as a backer, I didn't really follow the development at all though, so maybe my complaints are ill-informed.
 
I'm kind of disappointed with this game. Didn't really expect it to be just an editor like NWN with an exeptional mediocre story. More linear than Final Fantasy, hardly any RPG value as in options and lackluster Writing. Heck even the SNES version has plenty more substance which is kinda sad for a game released 2013. Don't understand why this Piece of crap(mediocre game) is hyped in the RPG Community.

The graphics are great, i give em(HB) that. but that's about it.
 
lazlolazlo said:
I'm kind of disappointed with this game. Didn't really expect it to be just an editor like NWN with an exeptional mediocre story. More linear than Final Fantasy, hardly any RPG value as in options and lackluster Writing. Heck even the SNES version has plenty more substance which is kinda sad for a game released 2013. Don't understand why this Piece of crap(mediocre game) is hyped in the RPG Community.

The graphics are great, i give em(HB) that. but that's about it.
Can't agree more. it's really disapointing game.
sad thing is there are too much games that have same problem of SR are praised as a masterpiece(Like skyrim).
 
Skyrim's advertising budget was probably bigger than the entire budget for Shadowrun Returns. I don't think anyone is hyping it as the pinnacle of RPGs like TES games are usually touted either.
Still, apart from graphics and combat, it is disappointing that it lags behind a couple console games from 20 years ago in a lot of areas.

And while the setting is the main draw, and admittedly, it is attractive, and they serve it up right - it often boils down to so much William Gibson and Blade Runner.
 
Torment and Eternity look pretty awesome though, at leats from the screenshots so far. I mean have you seen some of the footage with movement in Eternity? check it out. Its really cool.

http://www.youtube.com/watch?v=AUleDEFkUtE

visually, it has everything which I would have loved to see in an RPG that follows the era which has seen games like BG, Torment (the old one), Fallout etc.
 
sea said:
However the game is still clearly divided into "bite sized" gameplay chunks and there is very little freedom outside of the combat system.
This reminds me of another issue with the game - inability to switch between combat and non-combat mode at will.

But I also don't think that it'll be remembered
Hopefully it IS remembered, and the lessons learned will improve the Kickstarter system.

promise of future add-ons
This is a big marketing pitch for them, but so far I'm not really seeing hordes of fans designing the content. Not anywhere near the level of the past and current "modding hits". I'd say one needs to craft a compelling game to attract players before counting on them making content. UGC doesn't just spawn out of thin air. We'll see, though.

Wasteland, Torment and Project Eternity will probably wipe the floor with it in every way (except perhaps artistically).
The early Torment previews looked beautiful artistically too :)
 
I just finished "Dead Man switch" main campaign and i am about to start "Dragonfall" campaign.

I dunno much about the faithfullness of the previous games legacy, but it is quite certain that the game is underwhelming in terms or RPG mechanics.
Not much C&C, not much choices at all, few ways to handle situations, sequence of combat-based mission, small maps, simplified combat system.
The gameplay is not so deep and the story could have been far longer.

But in the other hand, i found that story quite good, with some layers.
I thought that, having heroic fantasy elements in a cyberpunk setting, the game would be more humorous, and it is many times.
But i has its fair moment of depht, grittyness, social darkness.
Its story really conveys great feelings.

But its overall design is one of the best i ever seen in a video-games.
Great scenery, great characters portraits, great interface, great musics. Damn it is beautiful for each of my senses. It woke up the graphic whore inside me.

It also brought me one of the best moments of turn-based tactical combat i ever had.
Having a bunch of characters in the real world fight impossible to kill bugs, while another is fighting her way in the Matrix.
There is no way i could have that kind of tension in a real-time game.
Damn, i hope that this kind of moment will appear again in the next campaign or other TB games.
It really sell the whole gameplay.

PS: I am glad i tried it after they put back the manual savegame system. I hate auto-save only.
 
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