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Shadowrun Shadowrun Returns - Dead Man's Switch Original Campaign

likaq

Arcane
Joined
Dec 28, 2009
Messages
1,198
I have to somewhat agree with HHR; it's a nice game as for $20, but it's far below the expected incline. So much for ppl saying, "I'll be enjoying SDR while popamole retards will be playing their CDPR crap". CP2077 is going to beat the shit out ot this.


Eh, by the time CP2077 comes out who knows what fan missions and DLC this game will have.

By the time CP2077 comes out we will be playing AoD, Dead State, Wasteland 2 and maybe Torment 2. These games are going to beat the shit out ot CP2077.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
Frankly, everyone who didn't have some reservations towards SR by now was either uninformed or a bit silly. That it received enough funds to be ambitious but less than all other big projects, by itself, should be cause to worry + all that happened in the last months.

If anything, I'm surprised how well the game seems to have turned out and like to see the main campaign just as the NwN OC - a demonstration of what you can do with the editor. And as far as that goes, nothing shippable can possibly be worse than the NwN OC.

Besides, I've relied on Mods wil Fix it with games with far higher production values.

By the time CP2077 comes out we will be playing AoD


[Perception] So your argument is that CP2077 is never going to be released?
 

DramaticPopcorn

Guest
Summoning is done via fetishes - consumables that can be bought in the hub area later in game. The higher the Spirit Summoning skill, the better spirits you can summon, however, each spirit can break free and attack you as well as your enemies (or simply vanish). To improve your spirit upkeep abilities you must invest into Spirit Control skill, which seems actually more important than Summoning itself since with high Spirit Control you can give low level spirit 4 AP each round which makes them pretty useful. At times, there are spirit summoning points around the level, they're marked with a skull icon and allow you to summon a spirit without wasting a fetish, they can be quite useful.
 

Necroscope

Arcane
Joined
Jul 21, 2012
Messages
1,985
Location
Polska
Codex 2014
Eh, by the time CP2077 comes out who knows what fan missions and DLC this game will have.
The same "who knows" can be said about CP2077, especially that it will come with modding tools.

By the time CP2077 comes out we will be playing AoD, Dead State, Wasteland 2 and maybe Torment 2. These games are going to beat the shit out ot CP2077.
I was talking specifically about SDR.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Although I sort of know what you mean (namely in the UI and its large buttons), mind explaining exactly what constitutes a "mobile feel" in a point-and-click game?

Mind that I haven't played it yet and am reluctant to do so right away due to not having enough time, but I got the impression that it is some kind of perception-based feedback-loop that's going on here.
One guy is afraid it might play like a "mobile game" and starts looking for indications that it does. He starts seeing them of course and posts about it, so other people pick it up. Never mind that most people here probably never played one to begin with. :M
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,404
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The same "who knows" can be said about CP2077, especially that it will come with modding tools.

No, not really. The "modding tools" you're likely to get with an AAA game are on a very different level from a full-blown editor for a tile-based RPG. They're much less flexible and much harder to use. You won't see as much interesting stuff created with them.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,620
I'll ask here as well:

Does it make any sense to invest in ranged combat primarily and then a bit in a magic school (say, Shaman)? I'd like to focus on pistols but I want some etiquettes as well, which opens up summoning, and because of the insane lack of documentation it's a little hard to guess whether a couple of points in summoning will be completely wasted or actually useful.

The documentation of this game really is piss-poor.


No matter what you do, its so easy you cant possibly screw up. As shaman you can animate spirit nt only from tokens but better from the background (a little skull is visible on the screen) . Those spirits are massively overpowered if you put all your ap into it you can shred most enemies in two hits . Of course you risk to lose control the more ap you put into it, but they still are hostile to everyone in the room, so just have to keep some distance with them, they disappears quickly anyway . Honestly it was made for the new generation of casual gamers, your stats allocation doesnt matter the slightest, even if you have no specilaization into something they conveniently give you a companion for free to do it for you . You have to enter the cyberspace at one point of the story , my hacking level is 0 so i got to play a npc instead...
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
No, not really. The "modding tools" you're likely to get with an AAA game are on a very different level from a full-blown editor for a tile-based RPG. They're much less flexible and much harder to use. You won't see as much interesting stuff created with them.
Bethesda disagrees. Or NWN.
 

Necroscope

Arcane
Joined
Jul 21, 2012
Messages
1,985
Location
Polska
Codex 2014
No, not really. The "modding tools" you're likely to get with an AAA game are on a very different level from a full-blown editor for a tile-based RPG. They're much less flexible and much harder to use. You won't see as much interesting stuff created with them.
Bethesda disagrees. Or NWN.

Exactly, it all depends on a game and given tools. I'm yet to see a better editor than Aurora Toolset.
 

DramaticPopcorn

Guest
How do I use robodoc? I know how to activate it and all but I don't see any option for it to heal party members :(
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,620
(blanked-out name)
Hee. Shy about your ability to name characters or using your own?

Gee. For an incredibly charismatic and in-tune with traditional gender roles kind of asian looking witch focused on support magick and demon summoning?

Play on words on my own. :oops:



Anyway, where the bleep's the option to tell Coyote and Paco NOT TO BLEEPING LEAVE THE COMPLETELY DEFENSELESS SHAMAN SEARCHING FOR THEIR BLOODY JEWELS ALONE?!



Theres a pile of garbage in the hallway you can animate into some lethal pestilence killing machine.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
Only things about the UI I don't like:
  1. No hotkey references listed
  2. The "ambient" text sometimes overlaps and prevents you from reading it, then the first one you clicked stays longer for some reason so you can't read the second popup
  3. The "cinematic" text that appears at the bottom of the screen from time to time must be closed by clicking the X button, which is a non-standard location
  4. Figuring out how to run/sprint is not intuitive
  5. "Icon based" interaction seems like it was implemented so the game is playable on small screens
Aside from that, I don't really have problems. Of those, only two are arguably the result of smartphone development (1 and 5), but could easily apply to any game that simply didn't have its UI fully thought out. And many other RPGs still have had similar problems before, but they're just more noticeable in Shadowrun due to it being a modern game and we expect standards to have improved.
 

NotTale

Learned
Joined
Jul 19, 2013
Messages
139
No, not really. The "modding tools" you're likely to get with an AAA game are on a very different level from a full-blown editor for a tile-based RPG. They're much less flexible and much harder to use. You won't see as much interesting stuff created with them.
Bethesda disagrees. Or NWN.

NWN was tile-based.

Bethesda titles are a bit of a tricky situation. There's some serious content out there, but it's clear it took tons of effort for the ones that actually create new areas for their adventures. Having such a giant audience kind of enables people to be willing to put out that extra effort.

Only things about the UI I don't like:
  1. No hotkey references listed
  1. If there are hotkeys someone needs to let me know. I keep trying to press i to pull up my inventory and flailing at the keyboard to find a way to force it into turn-based mode so I can cast some spells outside of combat.
 

poetic codex

Augur
Joined
Aug 14, 2010
Messages
292
It's primarily the ui. The options, character, journal, and inventory screens are all neatly tucked away behind one button just like in android games like Waking Mars.

In dialogs, the character portraits pop out in a manner reminiscent of Waking Mars.

In combat, the weapons, abilities, ammo change, and usable item buttons are all subsumed under other buttons in that neatly tucked away android format.

A pc first game would have had a nice quickslot bar (or two) with all those options available for you in a single click.

All the clickable hotspots are highlighted for easy access on a touchscreen.

It's something I can't quite articulate I suppose, but it just has this cheap mobile game feel to it. It's not just one thing in isolation but the overall package and presentation.

It feels like something I bought for $4.99 on the Google play store. Not that those are bad games (I love Waking Mars), but that's not the feeling you want to convey in a pc rpg game.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,404
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No, not really. The "modding tools" you're likely to get with an AAA game are on a very different level from a full-blown editor for a tile-based RPG. They're much less flexible and much harder to use. You won't see as much interesting stuff created with them.
Bethesda disagrees. Or NWN.

NWN was tile-based.

Bethesda titles are a bit of a tricky situation. There's some serious content out there, but it's clear it took tons of effort for the ones that actually create new areas for their adventures. Having such a giant audience kind of enables people to be willing to put out that extra effort.

This. Compare the NWN1 mod scene with the NWN2 (non tile-based) mod scene.
 

slackerwizrd

Educated
Patron
Joined
May 19, 2013
Messages
89
Location
Land of Confusion
Serpent in the Staglands Shadorwun: Hong Kong
Seems like the Kickstarter is not such a goldmine as some people first thought (myself including). Even though fan missions are good and everything, but I hope that future Kickstarter RPG's will not rely too much on ''fans will fix it.''

A goldmine of good games? I don't know if anyone was suspecting this. It's more like trying to navigate through a landmine in Cambodia to pick fruit. Sooner or later, someone's going to feel burned on what they've purchased.

As for Kickstarter, it can be used as a mechanism for developers to release games to their audience without the approval and subsequent cashflow from publishers. It's nothing more.
 

Necroscope

Arcane
Joined
Jul 21, 2012
Messages
1,985
Location
Polska
Codex 2014
No, not really. The "modding tools" you're likely to get with an AAA game are on a very different level from a full-blown editor for a tile-based RPG. They're much less flexible and much harder to use. You won't see as much interesting stuff created with them.
Bethesda disagrees. Or NWN.

NWN was tile-based.

Bethesda titles are a bit of a tricky situation. There's some serious content out there, but it's clear it took tons of effort for the ones that actually create new areas for their adventures. Having such a giant audience kind of enables people to be willing to put out that extra effort.

This. Compare the NWN1 mod scene with the NWN2 (non tile-based) mod scene.

NWN2 was gameplay wise inferior to NWN1 and the toolset was just shit - it's more about that than tile-based.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,292
Location
Djibouti
How do I use robodoc? I know how to activate it and all but I don't see any option for it to heal party members :(

It has an 'inventory' with utility items.

Also, funny thing about the docks crime scene:

You can actually get four haunted items there, which leads me to believe there might be hidden skill checks in dialogues after all.

One is a comb in a locker, obvious. The second one an earring in a trash pile, also obvious.

The third you can only access as a shaman or rigger - you gotta open a door from the other side with a drone or spirit, get a magnetic screwdriver and open a door to an old diary.

BUT there's also the fourth thing - an old shoe in a boot pile. I've actually only got it with the rigger on my third playthrough because there was the option that some of the shoes 'look out of place' or whatever, and you can inspect them further. I never had that option with shaman or samurai.

In fact, I'd say there's more replayability to this game than meets the eye.
 

Morkar Left

Guest
Although I sort of know what you mean (namely in the UI and its large buttons), mind explaining exactly what constitutes a "mobile feel" in a point-and-click game?

Mind that I haven't played it yet and am reluctant to do so right away due to not having enough time, but I got the impression that it is some kind of perception-based feedback-loop that's going on here.
One guy is afraid it might play like a "mobile game" and starts looking for indications that it does. He starts seeing them of course and posts about it, so other people pick it up. Never mind that most people here probably never played one to begin with. :M

You can see that it is created for tablets by the huge menu buttons and text. More scrolling in your PDA than is needed. That is somewaht annoying but bearable. Another thing that I miss is a small customizable quickbar. Other than that it's fine for me.
On the plus side that it is developed for tablets is that I can run it on a netbook.
 

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