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Shadowrun Shadowrun Returns Pre-Release Thread

MicoSelva

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Fucking Codex falling for the Euroderp review.
Of course, the problem is that Darth's impressions don't really differ from Eurogamer's review that much. Both reviews list pretty much the same issues, both agree that atmosphere/story is good, both enjoyed it.
Well, at least Darth Roxor's impressions prove this wrong:
sounds like everything but the story is shit.
 

Gord

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Well, at least Darth Roxor's impressions prove this wrong:
sounds like everything but the story is shit.


Darth Roxor said:
Oh and the musix. Them musix. It's like a mix of Crusader: No Regret, System Shock 2 and Blake Stone. The game is worth playing for the music alone.

I might get the game after all. But my backlog is pretty large atm., and I have too little free time. :(
 

Vault Dweller

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Fucking Codex falling for the Euroderp review.
Of course, the problem is that Darth's impressions don't really differ from Eurogamer's review that much. Both reviews list pretty much the same issues, both agree that atmosphere/story is good, both enjoyed it.
Well, at least Darth Roxor's impressions prove this wrong:
sounds like everything but the story is shit.
What did he praise other than the atmosphere and music?
 

Darth Roxor

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Darth Roxor

I'm curious about how combat-heavy this game is?

More combat than talky-talky, suffice to say. You essentially have only one "social" skill, and just about everything influences combat, so... There's plenty of talky-talky to offset the fighting, though.

Also, regarding the neuxcom comparisons. What I like the most about the combat in this game and what sets it apart from neuxcom is the array of options it gives you. Since xcom was basically all about going tile-by-tile and setting up overwatch like mad and then just pointing at stuff and shooting. Meanwhile, in SR you can actually neatly diversify your attack force to at least give some flavour to combat. Drop some buffs/debuffs/spirits with a shaman, activate the drones on your rigger, mark dudes for higher %TH with the decker, go BANZAI with the adept. It's at least... cool, if not particularly 'deep', so to speak.
 

Rake

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Every time Roxor posts i go :bounce:

I don't know why some were expecting JA2 from a semi-mobile game.
 

Darth Roxor

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What did he praise other than the atmosphere and music?

The diversity available in party formation, the cyberspace, the writing, randomised mercs available on each playthrough, some environmental interactivity that sets apart different 'classes', Jake Armitage, some combat setpieces are actually very good, varied mission objectives.
 

Darth Roxor

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And since I've just posted a general list of stuff I liked, might as well bomb what's bad:

Not enough hot cyberspace action, deckers feel subpar and have nearly not enough stuff available to them in combat, documentation is horrid and stats are oblique as SHIT, resource management is non-existent, most dialogues are rather biowarian, bare minimum of exploration, bare minimum of side quests, silly typoes, a few skills don't seem to work at all, even when mercs die on a run they are available again in the "shop", short and generally easy, character development could use more work.

So yeah that's basically it.
 

Zeriel

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I really wish the save system wasn't so bad. And that gameplay fundamentals (i.e healing, weapons) weren't set in stone. These two things are what's stopping me from just buying it day 1. I'd love to get this for the mod platform aspect, but just like NWN they've driven it in to the ground with horrible, hardcoded restrictions.

I'm sure I'll still play it and love it (turnbased combat! cyberpunk! fucking small puppies!), but man. So close to greatness.
 

Vault Dweller

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The diversity available in party formation, randomised mercs available on each playthrough, some environmental interactivity that sets apart different 'classes', some combat setpieces are actually very good.
Which is meaningless if combat is easy, and according to you, it's ridiculously easy. Granted it's on Normal, but I've yet to see a game that's piss-easy on Normal, but challenging and tactical on Hard. XCOM certainly wasn't.

the cyberspace, the writing,varied mission objectives
Story/setting/atmosphere, which EG praised too.
 

Vault Dweller

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And since I've just posted a general list of stuff I liked, might as well bomb what's bad:

Not enough hot cyberspace action, deckers feel subpar and have nearly not enough stuff available to them in combat, documentation is horrid and stats are oblique as SHIT, resource management is non-existent, most dialogues are rather biowarian, bare minimum of exploration, bare minimum of side quests, silly typoes, a few skills don't seem to work at all, even when mercs die on a run they are available again in the "shop", short and generally easy, character development could use more work.

So yeah that's basically it.
:(
 

Kem0sabe

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And since I've just posted a general list of stuff I liked, might as well bomb what's bad:

Not enough hot cyberspace action, deckers feel subpar and have nearly not enough stuff available to them in combat, documentation is horrid and stats are oblique as SHIT, resource management is non-existent, most dialogues are rather biowarian, bare minimum of exploration, bare minimum of side quests, silly typoes, a few skills don't seem to work at all, even when mercs die on a run they are available again in the "shop", short and generally easy, character development could use more work.

So yeah that's basically it.


That's a pretty big list of what i would classify as essential requisites for a good crpg. :cry:

Depth, or lack of, both in terms of character builds, C&C and combat.
 

sser

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RPGCodex Shadowrun Returns thread review.

Pros: Fast paced discussion.
Constant posting reminiscent of chat rooms, but with enough pause for one to think.
Occasional high quality post.
Quote battles are sometimes entertaining.
Text graphics sometimes impressively fluent. The English language gets a lot of mileage here.

Cons: Slow release of reviews and content.
Poster AI sometimes retarded. Flip flops on whether game is good or not based on insignificant information.
Lots of begging for keys and other shameless shenanigans.
Trolls a bit too vocal. Story's edginess sometimes too forced.


Overall: 7 out of 6
 

Infinitron

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Just play the game and decide for yourself, Dweller.

Note to self: stop reading this thread until you finish the game.

I'm gonna start a new thread once the game is released so this one can remain spoiler-free.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
Easy yey...
how are any of these not the result of rules abiguity/omission/bad wording?
you are also somewhat mistaking a system's complexity for the difficulty to memorize it. those are not one and the same. a system can be incredibly simple while also having a ton of bulk and thus being near-impossible to memorize, say, something like gurps.
 

Nael

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Darth Roxor

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I really wish the save system wasn't so bad.

Dont trust the popamole media. If you don't suck, odds are you won't even notice it. And at worst you're gonna lose some 15 minutes of progress.

Story/setting/atmosphere, which EG praised too.

Cyberspace, mein herr, is gameplay, not story/setting/atmosphere.

Which is meaningless if combat is easy, and according to you, it's ridiculously easy.

It is far from meaningless because it's at least something that changes it from a pointless and boring steamrolling slog into something that's simply fun to play. And make no mistake, party comp IS important. Taking 4 support/mage dudes in comparison to 4 combat masters leads to different results and different handling of most of the later set pieces.
 

Vault Dweller

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Story/setting/atmosphere, which EG praised too.

Cyberspace, mein herr, is gameplay, not story/setting/atmosphere.
Since you said the game is mostly combat and combat's easy, I filed it under 'atmosphere'.

It is far from meaningless because it's at least something that changes it from a pointless and boring steamrolling slog into something that's simply fun to play. And make no mistake, party comp IS important. Taking 4 support/mage dudes in comparison to 4 combat masters leads to different results and different handling of most of the later set pieces.
Can you explain?
 

Infinitron

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Codex Year of the Donut 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
It is far from meaningless because it's at least something that changes it from a pointless and boring steamrolling slog into something that's simply fun to play.

You mean like in Fallout? :thumbsup: :troll:
 

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