Kickstarter: shadowrun returns
#51
Thread Starter
DVD Talk Legend
#52
DVD Talk Legend
Re: Kickstarter: shadowrun returns
#53
DVD Talk Hall of Fame
Re: Kickstarter: shadowrun returns
Yes. Everything I've read makes it sound like the actual game is lackluster. The broken saving system (yes, broken), no real loot (except for user generated content working around this), linear story, simplistic gameplay, hacking minigame is terrible, etc, etc. Doesn't scream "must buy immediately" to me, at all.
#54
gamer for life
Re: Kickstarter: shadowrun returns
I was going to pick it up earlier but missed the presale price on steam by 1 minute...now I will just wait until it is under 10 bucks.
#55
DVD Talk Ultimate Edition
Re: Kickstarter: shadowrun returns
So I downloaded it and played it for about 90 minutes today. Enough to go through a couple of areas and see what's going on. The game reminds me completely of X-Com with the combat and the view. I love the combat but it is very unforgiving for sure. While there isn't loot per say, there are at least items to pick up when you are not fighting. When it comes to loot, I'm already seeing ways around it for user-created campaigns. That's not so bad.
Now, the save system is going to be interesting to manipulate. It auto-saves every time you enter a building or go to a different area. The obvious option here would be make a bunch of buildings you can enter, thus creating save spots. It will also be interesting to see if in the tools you can create re-enter buildings, i.e. things you can simply go back into when you want to save. So far, every building I've went into I couldn't go back into...hope that's not a continuing trend.
There is a ton of potential here, and as I mentioned before the community will define this game one way or another. The included campaign does have a strong story, and I really do like the gameplay outside of the obvious stuff people have already mentioned. It feels very turn of this century would be the best way to describe it but in a good way. The game is fun, but if you don't like X-Com mechanics or need a game with saving anywhere anytime and mountains of loot (though I think you could get imaginative with that in the tools), then yeah this isn't for you.
Now, the save system is going to be interesting to manipulate. It auto-saves every time you enter a building or go to a different area. The obvious option here would be make a bunch of buildings you can enter, thus creating save spots. It will also be interesting to see if in the tools you can create re-enter buildings, i.e. things you can simply go back into when you want to save. So far, every building I've went into I couldn't go back into...hope that's not a continuing trend.
There is a ton of potential here, and as I mentioned before the community will define this game one way or another. The included campaign does have a strong story, and I really do like the gameplay outside of the obvious stuff people have already mentioned. It feels very turn of this century would be the best way to describe it but in a good way. The game is fun, but if you don't like X-Com mechanics or need a game with saving anywhere anytime and mountains of loot (though I think you could get imaginative with that in the tools), then yeah this isn't for you.




