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Shadowrun Shadowrun Returns - Dead Man's Switch Original Campaign

dryan

Arcane
Joined
Jan 14, 2014
Messages
1,443
I think I'm the only one who liked the game without the saves. No savescumming allowed.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
No savescumming allowed.
I really don't understand why people bring this up as a plus for having no saves, this game isn't Dark Souls where you can replay battles very quickly. The game was so easy and the enemy Ai so helpless that I could easily iron man the thing on very hard without ever worrying about anything, so even if it had saves there wouldn't be any necessity of abusing the save system. I remember quite a few times where I wanted stopping playing because I had other stuff to do but couldn't.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
A save system that fails at its most basic objective--to let players save anytime they want. It's about standards, not feelings.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
Condemns the players who need such a save system to protect themselves from savescumming.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
A save system that fails at its most basic objective--to let players save anytime they want. It's about standards, not feelings.

Checkpoint system was sufficient.
Why? You could easily simulate that with save anywhere, just save at the beginning of the levels and be happy about it. Why impose your habits on everyone else? Are you one of those types that reload after every missed shot and lack self-restraint?
 

dryan

Arcane
Joined
Jan 14, 2014
Messages
1,443
You guys are getting extremely defensive about this. The game was fine, take it easy.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
You guys are getting extremely defensive about this. The game was fine, take it easy.
You are mistaken, you get defensive about things you care for, at this point, most people in here don't give a shit to Shadowrun Returns (I even liked it but honestly... if it wasn't for the setting it would enter of the forgettable shovelware classification.) and are waiting to see if Dragon Fall will be a better game instead of playing nostalgia for the Shadowrun setting again.
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
Now he runs the streets, flicking completely ineffective knives at his enemies when he's not casting much more effect healing and damage spells.
Did HBS really go forth with the effort to model and animate throwing knives only to make them a bad option compared to other weapons?

They're in good company. I don't think I've ever played an RPG where throwing knives were a good option for more than a small portion of the game. Has anyone ever felt good about putting points in throwing skills?

ETA: except Nethack, throwing daggers are awesome there.
 
Last edited:
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
What? How are completely unrelated implementations relevant?

It'll probably suck in any case because their game is far too simplistic for throwing knives to be meaningful
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,759
Aside from spirit summoning, Shadowrun Returns doesn't even have mechanics that encourage reloading so saving anywhere is perfectly acceptable.
They're in good company. I don't think I've ever played an RPG where throwing knives were a good option for more than a small portion of the game. Has anyone ever felt good about putting points in throwing skills?
Fallout New Vegas, where throwing weapons were merged with either explosives or melee. Throwing knives are good DPS weapons with a higher crit chance.

In JA2, sneaking plus thrown knife = instant death. Wouldn't work for SR at all though.

Before it was patched, throwing daggers in Witcher 2 were crazy-good. I think they were still good after the nerf?
 
Joined
May 6, 2009
Messages
1,876,743
Location
Glass Fields, Ruins of Old Iran
Being used to both PC-style "save anywhere" and console-style "save on checkpoints", I don't understand why people are so militant about saving systems. They're all the same to me. If you're not a savescummer, then not being able to save/reload anytime shouldn't bother you too much, right? You'll just keep playing. Sure, you might lose a bit of progress if something suddenly demands your undivided attention IRL while you're halfway through a mission, but if you're not saving every five steps you're already replaying stretches of the game whenever you die, anyway.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I don't really care about the checkpoint save system -- it's not like the game is difficult, even on Very Hard. I DO care that they never implemented proper world persistence (and thus making nonlinear content possible without a crapton of kludging that doesn't even work right a lot of the time), and not having a proper save system is just a symptom of that problem.
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,434
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
It's like people have never played a PnP session before (which has NO save points, at all BTW).

Faggots everywhere. And them listening to these faggots. Such a shame.
 

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