HoboForEternity
LIBERAL PROPAGANDIST
Shadowrun but with mechs and dragons
That's what I wanted from Battletech tbh, I don't think they should do Strategy games.Shadowrun but with mechs and dragons
Yeahhh go for that straw man, take it apartso much butthurt for 1 NPC lmao
The problem isn't so much that they are plentiful - limited inventory space takes care of that - but that companion (and especially bot) inventories reset on the map change. And that is an engine thing.Healing items were less plentiful
There is a bit of that with armor actually, you have a choice between better armor and slightly worse armor that gives bonuses to some skills.Itemization was not a linear A > B > C > D ordeal. If armor, spells, weapons and drones had different tradeoffs, and everything was not reduced to [Previous Version] + 1.
The problem isn't so much that they are plentiful - limited inventory space takes care of that - but that companion (and especially bot) inventories reset on the map change. And that is an engine thing.Healing items were less plentiful
Yeah, but that was something only patched in later, after fans demanded it. The original SRR and IIRC even the first version of Dragonfall could only save at the start of a level.It is not an engine limitation, the engine clearly has state tracking. It has a saved game system, and your personal consumables do not refresh.
For me it's two things: variety and tightness. There's just a lot of different things to try, both in and out of combat, and many different ways to solve a level or an encounter. None if it is terribly deep mechanically, but in terms of variety it's far ahead of 95% of the competition. And on the other hand, there's very little padding - no grinding trash combats, no fetch quests, no crafting or loot treadmills, dialogs are concise and to the point (that went to shit in HK unfortunately). These games don't overstay their welcome - which is, once again, a virtue that the vast majority of RPGs can't boast.Like, I enjoyed Dragonfall, and I'm glad they're around, but what is this spark in their games that I'm apparently blind to?
They are decent shadowrun games and the encounters on Dragonfall are pretty nice, not so much on Hong Kong but still good enough. Yeah, they could be much better but what RPG is out there that let you fight enemies while your hacker is on the Matrix? Summon spirits on chinese slums and and have drones moving all through the map? Yeah, it is super basic on many aspects but there are no better alternatives,only decent Cyberpunk rpgs released on the last 10 years and are on 2d to boot.I continue to be fascinated by how Shadowrun/Dragonfall is so fondly remembered by folks here - all I ever saw from the entire franchise was decent, serviceable, but also completely and utterly forgettable games that showed zero potential as to doing anything special. The story and writing was entirely forgettable, and so were all of the combat systems, and then laboriously boring matrix sequences. I can't remember a single thing about these games where I say "gee, I wish others would learn from this / gee, I wish they had time and money to flesh this thing out". Whereas Logic Artists, for example, show that.
Like, I enjoyed Dragonfall, and I'm glad they're around, but what is this spark in their games that I'm apparently blind to?
They are decent shadowrun games and the encounters on Dragonfall are pretty nice, not so much on Hong Kong but still good enough. Yeah, they could be much better but what RPG is out there that let you fight enemies while your hacker is on the Matrix? Summon spirits on chinese slums and and have drones moving all through the map? Yeah, it is super basic on many aspects but there are no better alternatives,only decent Cyberpunk rpgs released on the last 10 years and are on 2d to boot.I continue to be fascinated by how Shadowrun/Dragonfall is so fondly remembered by folks here - all I ever saw from the entire franchise was decent, serviceable, but also completely and utterly forgettable games that showed zero potential as to doing anything special. The story and writing was entirely forgettable, and so were all of the combat systems, and then laboriously boring matrix sequences. I can't remember a single thing about these games where I say "gee, I wish others would learn from this / gee, I wish they had time and money to flesh this thing out". Whereas Logic Artists, for example, show that.
Like, I enjoyed Dragonfall, and I'm glad they're around, but what is this spark in their games that I'm apparently blind to?
that companion (and especially bot) inventories reset on the map change.
It is not an engine limitation, the engine clearly has state tracking. It has a saved game system, and your personal consumables do not refresh. It's a design choice, a poor one.
Isnt Invisible Inc more like a isometric stealth game than a turn based combat game?Invisible, Inc., for example, seems to me to give that experience in far more interesting ways.
Yeah,hong kong was the peak of hbs,now they will go the bioware way. And end ups a joke company that nobody really wants to exist,yet it does exist.HBS will never make anything close to dragonfall again.
compare the credits of dragonfall to battletech
https://www.mobygames.com/game/windows/shadowrun-dragonfall/credits
https://www.mobygames.com/game/windows/battletech/credits
Half the people listed in shadowrun are interns, temps, or QA. The core team was very small. And many of those people are either missing or had very minor roles in battletech per the credits.