Crooked Bee
(no longer) a wide-wandering bee
Tags: Harebrained Schemes; Shadowrun: Hong Kong
I think many can agree that Harebrained Schemes' first Shadowrun video game, Shadowrun: Returns from 2013, was more or less a disappointment. According to the general audience, HBS improved on the formula with 2014's Shadowrun: Dragonfall, which Codexers even voted the 2nd best 2014 RPG. I guess being able to enjoy Bioware-esque writing without Bioware's anathematized name attached has a certain appeal.
Today, esteemed community member Darth Roxor reviews Dragonfall's 2015 successor, Shadowrun: Hong Kong -- fueled by the same formula but, according to Darth Roxor, with less success this time. Here is but one snippet on why he finds the game lackluster:
Read the full article: RPG Codex Review: Shadowrun: Hong Kong
I think many can agree that Harebrained Schemes' first Shadowrun video game, Shadowrun: Returns from 2013, was more or less a disappointment. According to the general audience, HBS improved on the formula with 2014's Shadowrun: Dragonfall, which Codexers even voted the 2nd best 2014 RPG. I guess being able to enjoy Bioware-esque writing without Bioware's anathematized name attached has a certain appeal.
Today, esteemed community member Darth Roxor reviews Dragonfall's 2015 successor, Shadowrun: Hong Kong -- fueled by the same formula but, according to Darth Roxor, with less success this time. Here is but one snippet on why he finds the game lackluster:
As for the combat run, well, across all of this game’s 14 or so missions, there were only two that gave me a modicum of trouble. One was the aforementioned sandwich scenario. The other was an early mission that first puts you against two decently challenging fights that can burn through your medkits and finally makes you face a group of high-level deckers and riggers. Everything else, however, was like shooting fish in a barrel. A particular disappointment here is the mission where you face off Gaichu’s former Red Samurai team. They are supposed to be tactically superior commando supersoldiers, but end up looking like a pathetic band of chumps instead.
The greatest offender here is the AI. I’ve kind of already given up thinking that HBS will ever fix the AI in Shadowrun after DF, but, I swear to God, the enemies in HK are actually even more idiotic than before. I don’t know whether it’s because of the Director’s Cut changes to the engine or for some other reason, but the fact is that the AI is simply considerably more stupid. I’ve seen enemies grenade their own allies. I’ve seen them move out and then back into the same place and end turn. I’ve seen melee dudes run up to my characters point blank and end turn without attacking. I’ve seen them end turn after a single move even when they had no AP debuffs on them. It’s just crazy. After a certain point, you only start wondering what cabaret the AI is going to enact each time combat starts.
It’s just depressing because there are many fights in the game where the enemies SHOULD have the upper hand and SHOULD pose a challenge. Usually, it’s even true for the first turn when they carry out their (probably mildly scripted) alpha strikes. But after that, they just get completely confused and sabotage their own advantageous setups to let you pick them off almost unopposed.
The greatest offender here is the AI. I’ve kind of already given up thinking that HBS will ever fix the AI in Shadowrun after DF, but, I swear to God, the enemies in HK are actually even more idiotic than before. I don’t know whether it’s because of the Director’s Cut changes to the engine or for some other reason, but the fact is that the AI is simply considerably more stupid. I’ve seen enemies grenade their own allies. I’ve seen them move out and then back into the same place and end turn. I’ve seen melee dudes run up to my characters point blank and end turn without attacking. I’ve seen them end turn after a single move even when they had no AP debuffs on them. It’s just crazy. After a certain point, you only start wondering what cabaret the AI is going to enact each time combat starts.
It’s just depressing because there are many fights in the game where the enemies SHOULD have the upper hand and SHOULD pose a challenge. Usually, it’s even true for the first turn when they carry out their (probably mildly scripted) alpha strikes. But after that, they just get completely confused and sabotage their own advantageous setups to let you pick them off almost unopposed.
Read the full article: RPG Codex Review: Shadowrun: Hong Kong