So! I´ll be in Glasgow for the next few days. Any skirt-wearing Codexers thereabout? The weather report promises lots of rain, so a pint or two might be in order this Friday night or Saturday afternoon.
Btw what about Underrail?
I began playing it, but after a few binge days I had to take a break - no end was in sight and work needs to be done. I see they´re updating the base game vigorously, so I might pick it up when I´ve got more time. The system was alright on it´s own, but it doesn´t address my issues either.
Try Realms of Arkania HD.
Put it in a list to check out one day. More likely I´ll catch a few let´s plays while working.
I like the Torment Crises, but I think they made a big mistake by not including more optional fights and areas.
EDIT: In fact, simulating a police shootout or hostage situation (with the option for snipers, storming the building or not, negotiating, etc.) could be a lot of fun. Just talky-talk is kind of limiting.
Crises were awfully grindy. I´m not sure that it was solely the system´s fault - a lot can be done with even a limited system, if you put your mind to it. They were a lot of grind (the rhythm of combat and interactions was dull) and sort of uninspired (very basic/obvious resolutions to problems - no "oh, wow" moments). It could be, I had my expectations way too high. When I first read about it and read about the designs - it really got my mind racing. Seeing the alpha grounded the expectations and the crises didn´t change much during development... That´s what I got from playing so far - I haven´t finished the game yet.
As for talky-talk being limited - we´ll see, won´t we
It´s good that you brought the examples in: shootout/hostage situation. Let´s take the latter. Can you give me an example (or more than one, if there are any) of an existing combat system that would allow for an interesting hostage encounter? X-COM has good tactical combat, but the hostage situations are fairly rote after you´ve finished one of those missions. I´m not sure you can.
All of them would have the game in "combat mode" until certain conditions are met and then the player would lose control because /insert cut-scene/ after which you might have a dialogue sequence or return to "combat mode". Figuratively: instead of a skilled string quartet you get a single shitty street musician picking them ad-hoc instruments up one-by-one and tooting and slapping them one after the other. If done
very well - you might get some kind of emotional attachment to the... let´s call it "combat narrative", but more often than not - you won´t. Because combat and narrative are separate from the get-go.