Crooked Bee
(no longer) a wide-wandering bee
Tags: Harebrained Schemes; Shadowrun Returns; Shadowrun: Dragonfall
The recently released DLC (but actually more of an expansion) to Harebrained Schemes' Shadowrun Returns, Shadowrun: Dragonfall, promised to improve on the original campaign by making gameplay less restrictive and more open-ended. But did it deliver on those promises? Read this review by Darth Roxor to find out. Here's a snippet:
Read the full article: RPG Codex Review: Shadowrun: Dragonfall
The recently released DLC (but actually more of an expansion) to Harebrained Schemes' Shadowrun Returns, Shadowrun: Dragonfall, promised to improve on the original campaign by making gameplay less restrictive and more open-ended. But did it deliver on those promises? Read this review by Darth Roxor to find out. Here's a snippet:
As you may remember, the main issues with the OC’s missions were their corridor-ish maps that didn't leave room for different approaches, the lack of decking opportunities, and the checkpoint system that didn’t allow going back and forth between maps. Every single one of these flaws has been fixed. In Dragonfall, every level gives you the opportunity to you access the Matrix and do funny things, like taking control of turrets or spying on enemies with cameras, and there are lots of those excellent set-pieces where you have to cover a decker in combat. Some missions take place in multi-floor buildings, and while you shouldn’t expect maze-like levels, there is still considerably more to do in them than just run and gun. A few of them can even be completed without firing a single shot if you have the proper skills, and most have a few side objectives as well. Navigating around the maps is much smoother now, because the game properly turns off turn-based mode outside of combat. The last mission, in particular, is simply brilliant, and I wish there were more runs like it in the game – it’s actually almost a straight-up dungeon crawl, with multiple levels, navigating through dark tunnels, finding the means to tip the scales in your favour, while coming across lots of nasty-ass enemies that slowly chip away your medkits.
[...] I did say difficulty was still a problem, and unfortunately, two significant issues with it remain: the Heal Wound spell is as broken as ever, and the enemy AI is as retarded as ever. I have absolutely no idea who the hell decided to keep the hard-coded routine that makes enemies never use more than one offensive action per turn, but he should be yelled at. Seriously, I mean it. There’s nothing that keeps the difficulty down more than this – even if you are severely outnumbered, your team still effectively has more actions per turn than the enemy, and it is downright absurd when you see a foe shoot you once and end his turn, even though you know he has 4 action points because a flashbang that hit him on a different occasion for -3AP didn’t knock him out. If the AI was actually using its potential to the fullest, Dragonfall might have actually been a very challenging game. I have no idea why they couldn't make the “Very Hard” difficulty setting remove this "enemy action limit".
[...] I did say difficulty was still a problem, and unfortunately, two significant issues with it remain: the Heal Wound spell is as broken as ever, and the enemy AI is as retarded as ever. I have absolutely no idea who the hell decided to keep the hard-coded routine that makes enemies never use more than one offensive action per turn, but he should be yelled at. Seriously, I mean it. There’s nothing that keeps the difficulty down more than this – even if you are severely outnumbered, your team still effectively has more actions per turn than the enemy, and it is downright absurd when you see a foe shoot you once and end his turn, even though you know he has 4 action points because a flashbang that hit him on a different occasion for -3AP didn’t knock him out. If the AI was actually using its potential to the fullest, Dragonfall might have actually been a very challenging game. I have no idea why they couldn't make the “Very Hard” difficulty setting remove this "enemy action limit".
Read the full article: RPG Codex Review: Shadowrun: Dragonfall