If they are mobile games (which I think at least Returns actually is?), they are the best ones I've ever played.
Not say they're bad games.
But next other isometric rpgs (pillars of eternity, divinity etc) they feel basic. Limited inventory, limited exploration, interface designed for touch screens, limited inventory management (if at all), basic visuals, and so on.
Inventory and itemsation in Shadowruns are streamlined, just like their character systems - but in terms of variety of character builds and combat options, there are actually more options and these options are more distinct from one another than in PoE, not to mention the monstrosity that is DOS loot treadmill.Limited inventory
Sure, these games are more linear and there isn't much loot to hoard, but it is there and it's actually meaningful, providing ways to avoid combat or gain an advantage in it. Loot is more meaningful as well precisely by virtue of having a limited inventory. Definitely beats PoE and DOS where the only things you can hope to find are copy-pasted trash mobs and caches of randomly generated loot.limited exploration
And thank god for that. Compared how much junk modern games have you collect and keep track of (crafting, I'm looking at you), a limited inventory was a breath of fresh air. And in principle it makes resource management more meaningful even if these games aren't hard enough to appreciate that.limited inventory management
If they are mobile games (which I think at least Returns actually is?), they are the best ones I've ever played.
The first was originally intended to be a simple, mobile game, but they received way more money than they expected in the initial Kickstarter so they expanded on it.
These games may not have the depth of other RPGs, but I enjoyed them and I think they're a worthwhile playthrough.
Because it's not easy or cheap to adapt a whole RPG system that has decades worth of content (even BG3 won't adapt all levels). These are obviously lower budget titles and I think they did a good job with them. As for the 6 spells thing, it's probably a balance thing. A limited toolbox could work very well, look at Guild Wars 1.I will never understand why they so heavily altered the SR rules and allowed dumb shit like 6 spells only and nothing for astral space either outside of descriptive context choices which ere basically exclusive to Hong Kong.
Wrong choice of words from my side I guess. It's a lot more simplified RPG for me than what is considered an RPG here and I really dig it - with the simplified inventory, companion abilities, and all that.Looks like an adventure game to me!
Good points but the facts are facts. Shadowrun games are limited and basic in all respects. Combat including.Inventory and itemsation in Shadowruns are streamlined, just like their character systems - but in terms of variety of character builds and combat options, there are actually more options and these options are more distinct from one another than in PoE, not to mention the monstrosity that is DOS loot treadmill.Limited inventory
Sure, these games are more linear and there isn't much loot to hoard, but it is there and it's actually meaningful, providing ways to avoid combat or gain an advantage in it. Loot is more meaningful as well precisely by virtue of having a limited inventory. Definitely beats PoE and DOS where the only things you can hope to find are copy-pasted trash mobs and caches of randomly generated loot.limited exploration
And thank god for that. Compared how much junk modern games have you collect and keep track of (crafting, I'm looking at you), a limited inventory was a breath of fresh air. And in principle it makes resource management more meaningful even if these games aren't hard enough to appreciate that.limited inventory management
Not to mention that co-op focus in DOS makes inventory management outright torturous - especially given how frequent and insignificant equipment upgrades are.
There are Ultima/Magic Candle clones built for modern computers: Lurking and Lurking II. They're fairly good, especially the second.tside of Ultima clones built for computers from decades ago (Nox Archaist, Realms of Antiquity), are there any others?
Probably because:I will never understand why they so heavily altered the SR rules and allowed dumb shit like 6 spells only and nothing for astral space either outside of descriptive context choices which ere basically exclusive to Hong Kong.
If anyone still plays it, the Source mod Dystopia captured the cyberspace-meatspace parallel gameplay space concept as well as I've ever experienced and you should try it if you can stomach FPS gameplay.One thing I liked about cyberspace was when they had you fighting on two battlefields at once: In cyberspace where time moved faster (thus having more turns in a row before switching to the real world) and in the real world where your decker was a sitting duck. It was an underused mechanic that I'd like to see again some way in the future, but with greater interaction between the two battlefields.
Darth Roxor will flog that 4:3 monitor until the day he dies, apparently.