Brayko
Self-Ejected
Decent, but overall, quite lacking. I become psychic.
so, a simple verdict, is it shit and i have to go
or is it a Codex MUST BUY?
Well it wouldn't even have matrix initially. They added it in the final months of development iirc.The Matrix thing dissapointed me the most. I've only played the SNES version before, and hacking in there wasn't anything special either, but at least it was different. Here it's the same as regular combat with different graphics.
Ok. I'm not gonna play an RPG that takes less than 10 hours to finish so this is good to know.I just finished the game. It lasts like 8-9 hours
I dunno, the matrix is just another one of those "good ideas that aren't developed fully" that this game is full of. I like it because I'm a sucker for TRON, and it leads to some cool situations in later setpieces.
What should we expect from a low-budget game?.
Yes, checks are flavor only and are usually a way to get more money or avoid spending money on bribes.AD talks about skill checks in dialogue but that seems to be undercut by the fact that there is no meaningful C&C and it's simply combat vignettes interwoven with bits of exposition.
This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
You are seriously downplaying the amount of cash you can get from etiquettes by calling them flavour, VD. Almost every single shit you can sell to the fence has an etiquette check, and those additional funds help a ton if you are playing something that needs constant spending.
This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
Quite frankly I find Shadowrun to be exactly how the games of yore were designed. It sports many of their merits... any many of their flaws (e.g. linearity, simplistic design solutions). It's a solid piece of entertainment and nothing beyond that. I think you idealize those older RPGs too much, or alternatively take what you remember was the best in them and combine it together in some meta-RPG no one has ever made.
It's true that the fabled games of yore were simplistic and linear, but they were challenging and unforgiving. They did one thing, but they did it well.This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
Quite frankly I find Shadowrun to be exactly how the games of yore were designed. It sports many of their merits... any many of their flaws (e.g. linearity, simplistic design solutions). It's a solid piece of entertainment and nothing beyond that. I think you idealize those older RPGs too much, or alternatively take separately their best features from each of them and combine those together to form some meta-RPG no one has ever made.
This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
Quite frankly I find Shadowrun to be exactly how the games of yore were designed. It sports many of their merits... any many of their flaws (e.g. linearity, simplistic design solutions). It's a solid piece of entertainment and nothing beyond that. I think you idealize those older RPGs too much, or alternatively take what you remember was the best in them and combine it together in some meta-RPG no one has ever made.
This is a fair point but I also think it's legitimate to criticize a game made in 2013 for these flaws. Harebrained has the benefit of hindsight and know how to improve upon what exists yet it seems like they didn't really attempt it.
Again, I keep seeing people say 'budget constraints' but is $1.2+ million (after reward/KS/tax costs) not enough to add a little more depth? Especially to a ~10 hour game.
This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
Quite frankly I find Shadowrun to be exactly how the games of yore were designed. It sports many of their merits... any many of their flaws (e.g. linearity, simplistic design solutions). It's a solid piece of entertainment and nothing beyond that. I think you idealize those older RPGs too much, or alternatively take what you remember was the best in them and combine it together in some meta-RPG no one has ever made.
This is a fair point but I also think it's legitimate to criticize a game made in 2013 for these flaws. Harebrained has the benefit of hindsight and know how to improve upon what exists yet it seems like they didn't really attempt it.
True, but I was merely pointing out how S:R is far from todays AAA blockbusters. One can say it is too oldschool for the next-gen of gamers.
Again, I keep seeing people say 'budget constraints' but is $1.2+ million (after reward/KS/tax costs) not enough to add a little more depth? Especially to a ~10 hour game.
I think you cannot really quantify depth like that. Having said that I think there are two possible causes of the final state of the game:
1) The designers themselves were veterans... stuck to their old guns and years of progress have passed them by.
2) The designers did not read sacred scriptures of the Holy Kodex and stuff that is obvious to us (C&C and their design) is black magic to them.
3) The devs did not really have time to fuck around with intricacies as the project schedule was approaching deadline - they repriotised core features (the game is functional and stable, the game has a token campaign advertising what the engine is capable of, the game has adventure editor that can be used to create DLC for further milking etc.). Needless to say if that's the case it was the right decision.
Kickstarter + "turn based isometric" = people giving the game's flaws way more of a pass than they deserve.Follow the arrow, endure dialogues in biowarian fake C&C style, click on everything that shines, do WHATEVER in combat and win.
This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex...
Move it to the mainstream forum already. You can always bring it back when/if someone uses the editor to make something that resembles a real cRPG.
It's true that the fabled games of yore were simplistic and linear, but they were challenging and unforgiving. They did one thing, but they did it well.This game is everything that's wrong with your average AAA blockbuster rpg and yet it gets a pass from the Codex....
Quite frankly I find Shadowrun to be exactly how the games of yore were designed. It sports many of their merits... any many of their flaws (e.g. linearity, simplistic design solutions). It's a solid piece of entertainment and nothing beyond that. I think you idealize those older RPGs too much, or alternatively take separately their best features from each of them and combine those together to form some meta-RPG no one has ever made.