JohnTheRevelator
Arcane
- Joined
- Mar 10, 2011
- Messages
- 1,160
I tried Nightmare Harvest and so far my impressions are exactly the same. So far it looks like we have to wait till they fix their save system before any truly good modules show up.
I hope that they will stay with this franchise for years as both previous games were great. Plus some fine mods and we have fun with some nice runs for a loong time.
That's exactly what I'm playing right now. I play it in vanilla Shadowrun Returns. It's not recommended to play it in Dragonfall, because of differences in the scripting and battle system. If it runs without problems, the battle scenes may frustrate you as the cover system works different in the ttwo games so you can have some balance issues.
Hmm, I can't exactly remember this shop.Do the shop doors in act 2 open for you? They wouldn't for me when I tried it a few months ago.
it definitely gets better later, but still, it's certainly nothing great.
Chapter 2 looks as if he's getting more experienced with the editor, and levels get much bigger. Pointlessly big actually. Unfortunately they are also still linear and basically consist of a (too large, imo) number of simple fights lined up one after another. (..) Too many trash-mobs. (..) On the upside, the boss fights are more interesting, offering some unusual options or tactics.
Chapter 3 now at least is much meatier. It borrows from the classical hub design: You get tasked with building up a militia and have several smaller missions to complete in order to acquire some resources. As you do so, your hub gets increasingly more clutter to reflect this. More optional quests here, too.
While it's not much more than flavour dialogue, the mod recognises some of your choices in the earlier chapters.
(..)
Writing is so-so. It's ok for the most part, but the author's penchant for letting villains slip away gets boring quickly.
You really see the progress he made with the editor and his modding skills over the course of Antumbra.
If he manages to continue improving the quality as he did over the course of the mod, nextchapter and/ormod could be genuinely good.
As is, there's still a lot of room for improvements.
Final score:
So as is it is, it was a pretty buggy experience ...
Personally, I am done with UGCs for a while, I appreciate the effort and some of the ideas but well intended sadly doesn't also mean well executed.
I gotta say I'm upset by this.
Not because of your reaction, but because of why it's happening. HBS are essentially selling mod packs at $20+ a pop. The reason we got Hong Kong so quickly is not because they are ace developers (they are) but because they have a fixed formula and it's well streamlined. Why would they give away their license to print money in the form of developer friendly mod tools? Answer: They wouldn't.
One of the original stretch goals was a modding suite, and I believe HBS delivered on that in name only. Everyone who has tried to use the mod tools say they are complete shit, hamstrung, and functionally unusable. In the mean-time HBS are making money hand-over-fist having monopolized building mods (not games) on their engine (which was paid for by the community, not them). They make Kickstarter money up front, as well as from steam purchases for their mods (not games) after completion.
There are some very very talented modders out there, but if they are hamstrung with intentionally obfuscated or underdeveloped mod tools then they are defeated before they can start.
This is a really shady Microsoft-esque business model, monopolizing their (our?) platform and keeping the keys in their pocket, but everyone around here thinks HBS can do no wrong, so no one is talking about it.
I think this is getting a little deep into Tin Foil Hat Territory.. although your also dead on in some of your points. HBS is definitely making money hand over fist. Hong Kong is like 12 Missions long.. some of them are really short. Same Spells, Same Creatures.. Same Plot Devices.
They added a few new models, a new matrix.. annnd... a new matrix and made a 17 hour campaign..? That costed over a million dollars?
I feel bad for shitting on Tim Cain for blowing through 200 000 dollars to make the Player Garrison. They have this KS thing down to a science and fans of Shadow Run are so hard up for content - we gobble it up gleefully.
If you really want a deep and complex rpg, you'd be looking at a much longer development time and much higher costs, though.
Considering what they have delivered, the time and money they invested is absolutely reasonable.
And then consider that while kickstarter brought them some moneyz, it also means that a significant portion of your potential buyers might already own the game once its out - and payed less for it than one D1P-ing it, so that money comes with some strings attached.
Well, it is of course always possible that I just had bad karma, after all, Gord and eXalted didn't seem to complain about any bugs, so I wonder what they are thinking?
To go into a little more detail, the bug I ran into most of the time (and thus was most rage inducing) was a situation in which I was basically unable to click on anything for longer periods of time. Sometimes after a while it would be possible again, sometimes it wouldn't. Sometimes it would let me click again after I ended the turn (which meant giving away a full turn just because of that issue). This happend way too often and really had a negatve impact on the gameplay-flow. Anyone else experiencing this? Not sure what exactly triggered the issue though. Other bugs were relatively minor (eg. a borked scripted event and neutral NPCs not triggering to act). Dunno whether other UGCs are bug ridden or not.