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Shadowrun: Hong Kong Kickstarter - $100k; already in dev, mid-2015 release, PC only

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Seems like a good thread to ask: for those who have played both the original Dragonfall and the DC, is it worth the replay?

If you think you'd like to try another Dragonfall playthrough, absolutely. The five missions they added are all pretty stellar, as well as the new endings/epilogue screens. It all fits right into the main campaign. If you just completed DF or don't really feel like another go through, I wouldn't say it's worth it just for a few more hours of content on a 20~ hour experience.
 

Chairman Yang

if he talks about books, you better damn well listen
If you think you'd like to try another Dragonfall playthrough, absolutely. The five missions they added are all pretty stellar, as well as the new endings/epilogue screens. It all fits right into the main campaign. If you just completed DF or don't really feel like another go through, I wouldn't say it's worth it just for a few more hours of content on a 20~ hour experience.
Thanks for the info. Maybe I'll replay it later in preparation for SR:HK.
 

Meesh

Member
This is the first kickstarter where I really wanna back to be an in game NPC. Sadly...I'm broke. :(. The art work really speaks to me, can't wait to dive into this :)
 
They tried "reviving" it with a C-tier mobile developer in the format of a Fisher Price F2P game that ended up scamming anyone who pre-ordered it with the publisher shutting down the website and closing down their company without telling anyone.

Mechwarrior Tactics, right? I remember looking into that for a bit. Couldn't make heads nor tails of the gameplay, though, and I suppose that's probably for the best :p Damn shame, MechCommander was one of my favorite strategy games as a kid. Introduced me to SRPGs in a sense.

OT: As for "next setting," New York seems like an interesting prospect. You've got Manhattan, Inc. pretty well established, but the rest of the boroughs are pretty loosely defined from what I understand. Lots of room to play around.
 
Are they at least gonna upgrade the main character models? Character models for both Shadowrun Returns games are pretty bad, while unique NPC models like Lucky Strike and Monika had a pretty good character model.
 

infi

Member
Are they at least gonna upgrade the main character models? Character models for both Shadowrun Returns games are pretty bad, while unique NPC models like Lucky Strike and Monika had a pretty good character model.

I hope they at least give us more options for character models to choose from.
 
I assume the name is a placeholder, right?

Shadowrun: Hong Kong is the blandest of the three titles, and I rather liked that Dragonfall's name referred to an actual event in the mythology.
 
I'm looking forward to what the matrix will be like in HK now. I was always a bit iffy on it. It was serviceable and I never looked forward to using it, or even opted to just avoid the decker options.

This kickstarter has 20+ days left so I think it is totally possible to get that extra $300k. I hope it gets met as an epilogue mission sounds like it'll be rad if it can be done right.
 
Expanded Matrix get! :-D

tumblr_inline_mhd6p20Uaz1rf2nv9.gif


Now for that final 1mio stretch goal. Might take a while, but it is definitely attainable.
 

duckroll

Member
They've updated on what to expect from the expanded Matrix. Just got the email.

Now that we’ve hit our funding goal for the Revamped Matrix, we thought you’d like to hear a bit more about what we’re planning. As we said, our goal is to evolve the gameplay along with the look & feel of the Matrix in Shadowrun: Hong Kong. Overall, we want the decker’s gameplay to feel like dangerous legwork, investigation, and hacking.
One of the ways we hope to achieve this is with increased opportunities for risk & reward. The more chances you take outside the scope of achieving your core objectives, the more potential benefit to you… and the greater chance of being discovered. Combat will still be a factor, but it won’t be your entire Matrix experience.

To that end, we’ve created a list of new Intrusion Countermeasures (IC) that we plan to add to the game. The new IC is intended to expand Matrix gameplay beyond simple combat mechanics by adding new types of interactions. All have been designed on paper and reviewed by our engineers and artists. Once they’ve proven out through prototyping and we’re confident in our ability to execute on them, we’ll share them in a future Backer Update.
As with DMS and DF, you’ll still break into a corporation's secure local systems during a run to gain access to a variety of tactical objectives but there will also be places in the story where you’ll travel through distinct areas of cyberspace to “sculpted systems” - distinct digital representations of their owners.

By revising the basic look and sound of the Matrix and creating small “set pieces” of sculpted systems, we hope to give you a better feeling of traveling through cyberspace (for illicit purposes, of course). Concept art for our updated Matrix environment, including an image of a sculpted system will appear in a future Backer Update.
 
They've updated on what to expect from the expanded Matrix. Just got the email.

Sounds amazing, especially the set pieces part.
My biggest gripe with the Matrix has been that it was always limited to a local network/system. It never felt like the vast cyberspace that it actually is.
 
Glad to see it hit 700k. That 1m goal should't be any trouble.

Finished Dragonfall yesterday. Fantastic game. The home stretch really made me wish that I had invested in some conversational stats. Strength only goes so far. I ended up
letting APEX go and I killed feuerschwinge. Felt bad for old hippy dragon but I wasn't entirely sure what to do. Once I got back to Kreusbasar I received a call from Monika/APEX and it started making threats, I told it to fuck off then it switch to fried Monika uugh. Next time I'm killing that piece of shit. In the end I was working for another dragon the whole time. wat?
 

WanderingWind

Mecklemore Is My Favorite Wrapper
I just hope I never have to hear this again:

http://youtu.be/EbKHT1ZD3ME?list=RDUDW0s6s0P64

A - FREAKIN - GREED. Great song, but hoooooly hell, diversify this time around. I can't deal with the same looping song for what seems like an eternity. Different areas, different song. Game music is not expensive, there is no need to cut corners on it. Hell, they could throw a "submit your tracks and have them featured in the follow up to 2014's GOTY" contest and use the best three.

Anything but that damn song again. BINGO, Yankee Doodle Dandy, All About That Bass, MMmBop, anything.
 

kiyoaki

Member
Sculpted systems sound like a nice improvement. Guess we'll have to wait and see if the new IC makes matrix combat more interesting.

Finished Dragonfall yesterday. Fantastic game. The home stretch really made me wish that I had invested in some conversational stats. Strength only goes so far.

That's why shamans are the most fun class to play. High charisma opens doors for you + their spells and spirits are good combat support. And it always feels rewarding to summon a spirit for free from a skull point in the midst of enemy ranks.
 
That's why shamans are the most fun class to play. High charisma opens doors for you + their spells and spirits are good combat support. And it always feels rewarding to summon a spirit for free from a skull point in the midst of enemy ranks.

This is actually one of my central issues with character progression in DMS / DF: Charisma is a must for every main character, because he or she is always the one doing the talking. However, if you're not playing a shaman, then charisma is a useless investment beyond that. In DF, I played a decker that was also skilled with assault rifles (seems to me the most natural choice considering the other party members available and that you're basically replacing Monika) and had to dump a lot of karma into charisma that I could've used otherwise.

I doubt that HBS can do something about it though. Having the NPC with the highest charisma taking over conversations certainly wouldn't be right.
 

Arulan

Member
They've updated on what to expect from the expanded Matrix. Just got the email.

One of the ways we hope to achieve this is with increased opportunities for risk & reward. The more chances you take outside the scope of achieving your core objectives, the more potential benefit to you… and the greater chance of being discovered. Combat will still be a factor, but it won’t be your entire Matrix experience.

This sounds great. The Matrix definitely needed a revamp, and I'm glad they're specifically looking at non-combat aspects.
 

kiyoaki

Member
This is actually one of my central issues with character progression in DMS / DF: Charisma is a must for every main character, because he or she is always the one doing the talking. However, if you're not playing a shaman, then charisma is a useless investment beyond that. In DF, I played a decker that was also skilled with assault rifles (seems to me the most natural choice considering the other party members available and that you're basically replacing Monika) and had to dump a lot of karma into charisma that I could've used otherwise.

I doubt that HBS can do something about it though. Having the NPC with the highest charisma taking over conversations certainly wouldn't be right.

Yes, shamans are a bit overpowered. Then again, so is anybody who can use automatic weapons, which are just way too powerful IMO.

Perhaps a solution for more balance would be to decouple etiquette from charisma and make it a separate knowledge skill, like in the pen & paper game. Higher charisma could still get you some additional conversation choices (as people would like you more), but shamans would also have to invest karma in etiquette along with everybody else to gain access to the full spectrum. It's not quite logical that looking/acting impressive should net you specialised knowledge on how to move in certain subcultures, anyway.

Of course you would have to rebalance karma gains and the rest of the skill tree to make it fit, or people would just give up on the negotiating route altogether in favor of combat skills.
 
This sounds great. The Matrix definitely needed a revamp, and I'm glad they're specifically looking at non-combat aspects.
best part of the Matrix on the SNES and Genesis was stealing data to sell or cash from bank acounts haha

it would be cool if the 1m stretch goal was a sort sandbox free roam story that, while a few hours in terms of story, could be replayed endlessly like doing runs on the Genesis, raiding corp HQs

I love the story pacing they're achieving but I'd be pretty OK with some repeatable content so I can just enjoy the pure gameplay with randomly generated areas day-in and day-out (on the side, of course; not as a replacement for the awesome story work they're doing).
 

Durante

Member
Yeah, having the primary conversation attribute also be the primary attribute of one class is clearly not very good for balancing. There are of course some opportunities to use other attributes (intelligence, willpower, even strength) in conversation, but they are much more rare.
 

duckroll

Member
I honestly hate the way etiquettes work in the game. It would probably have been more interesting if they did something like spread the different types of etiquette out across all the stats, so if you put enough points into strength you can pick stuff like "Gang" or "Security" while charisma allows you to have "Socialite" or "Street", Intelligence for "Academic" and "Corporate", and so on.
 
I honestly hate the way etiquettes work in the game. It would probably have been more interesting if they did something like spread the different types of etiquette out across all the stats, so if you put enough points into strength you can pick stuff like "Gang" or "Security" while charisma allows you to have "Socialite" or "Street", Intelligence for "Academic" and "Corporate", and so on.

Something like that would make sense, yeah. In general, speech checks were a bit unbalanced in the first two campaign. While the fact that speech checks were made against attributes, skills AND etiquettes makes sense story-wise, it also led to some of them being totally useless and others being way overused (for instance, I can't remember one run where there wasn't at least one decking skill check, while something like willpower was never used - or perhaps once during the Aztech run). In short, the higher the amount of variables for skill and/or speech checks, the more effort should go into balancing the actual campaigns.
 

HK-47

Oh, bitch bitch bitch.
Yeah, having the primary conversation attribute also be the primary attribute of one class is clearly not very good for balancing. There are of course some opportunities to use other attributes (intelligence, willpower, even strength) in conversation, but they are much more rare.

Intelligence is probably the most used stat in checks. Between it, decking and drone control I feel it easily matches if not beats Charisma + etiquette. Frankly expecting INT and CHA not to have more checks make me wonder what rpgs you guys have been playing. Thats standard.

Also most fun is combat decker specced into Charisma with str as the dump stat. But I also played a high charisma street samurai with int as a dump. Havent played a spellcaster yet. If you can dump INT then you can dump CHA as well though i probably wouldnt dump both.. Just make sure you get enough for chi casting 2 cause magic resist 1 is sweet.
 

Durante

Member
Intelligence is probably the most used stat in checks. Between it, decking and drone control I feel it easily matches if not beats Charisma + etiquette. Frankly expecting INT and CHA not to have more checks make me wonder what rpgs you guys have been playing. Thats standard.
I'm not expecting that at all.

The central issue is that charisma is both the main stat used in stat checks and as important for combat for shamans as any other primary stat for other classes.
 

ArjanN

Member
I'm not expecting that at all.

The central issue is that charisma is both the main stat used in stat checks and as important for combat for shamans as any other primary stat for other classes.

I just did the same thing I do in games like Fallout and Planescape etc, and put all my points towards giving me more dialog options / stats that let me pass the various skill checks. The combat in these types of games is generally not that hard that you really need to boost your combat stats much at all really.
 
$712k now and still 20 days... thing has some serious sustained steam

hopefully there's a big push at the end, too... something about conserving ammo until the end to avoid cutting a deal with a dragon lol
 

Dresden

Member
I hope they adjust the difficulties for the next game, in addition to all the stuff talked about in the posts above. Feels like raising it just ups the dodge and accuracy of the enemies, and because the enemies are never truly dangerous, the encounters turn into long slogs made long only because of my immense miss rate. Only time I got above 90% accuracy was when I stood on a major leyline with Aim III up.

I'd prefer it if going to hard or v.hard allowed the enemy ai to attack more than once per round, and to utilize grenades on single targets, rather than everyone turning into evade tanks.
 

kiyoaki

Member
The second part of the Rock Paper Shotgun interview has just gone up, with the developers answering some user questions.

http://www.rockpapershotgun.com/2015/01/29/next-shadowrun-game/

Excerpt:

RPS: Zallgrin says “How do devs intend to approach the theology of China? Lots of Western devs tend to fetishise and simplify the Chinese culture, and as consequence it becomes a parody of itself. Do the devs have spoken to people living in Hong Kong or do they have by chance any freelancers from China on their team?”

Mitch: We do have gamers in Hong Kong that are Shadowrun Gamers, who are helping us out. We also have someone from the university of Washington Asian Studies department helping us out. We have an employee stationed over there too, for Golem Arcana, who does quality control of our manufacturing too, so we have our own employee boots in the ground.

It’s just like with Dragonfall, because we did the same thing with people in Germany who helped us out, we’re not interested in making a cartoon version of Hong Kong. I think we succeeded in turning Berlin into something really cool in 2054, and we’re looking forwards to making something really cool and authentic-feeling in 2056 Hong Kong.

...

RPS: VexingVision says “Please ask them about branching plotlines. Will the new plot be as rail-roady as the other SR Modules?”

Jordan: One of the things we’re extremely focused on is more content. One of the reasons we’re careful about responding to requests for more feature sets is we want more content, and more content means less linearity. With Dragonfall we took that next to step to less linear, and with this one we’ll take that step even further to less linear. It’s not an open world game, it’s never going to be GTA, but in terms of more branches and choices for a player to move down, we are incrementally getting better and better.
 
I hope they adjust the difficulties for the next game, in addition to all the stuff talked about in the posts above. Feels like raising it just ups the dodge and accuracy of the enemies, and because the enemies are never truly dangerous, the encounters turn into long slogs made long only because of my immense miss rate. Only time I got above 90% accuracy was when I stood on a major leyline with Aim III up.

I'd prefer it if going to hard or v.hard allowed the enemy ai to attack more than once per round, and to utilize grenades on single targets, rather than everyone turning into evade tanks.

I'd prefer a Fire Emblem-style difficulty setting, stats remain largely the same but the encounters themselves are beefed up to make them more interesting and difficult, perhaps even changing how some events play out.

The second part of the Rock Paper Shotgun interview has just gone up, with the developers answering some user questions.

http://www.rockpapershotgun.com/2015/01/29/next-shadowrun-game/

Excerpt:

Good article. Thanks for the link.

The Harebrsained Schemes folks say all the right things. It really seems that they get what to focus on, what to improve, and what is Shadowrun. I have high hopes for Hong Kong.
 
We've passed $750k. I guess it's going to need a bit of an extra push towards the end to get to 1 mio, but I'm confident that it's going to get there.
 

Miker

Member
I hope they adjust the difficulties for the next game, in addition to all the stuff talked about in the posts above. Feels like raising it just ups the dodge and accuracy of the enemies, and because the enemies are never truly dangerous, the encounters turn into long slogs made long only because of my immense miss rate. Only time I got above 90% accuracy was when I stood on a major leyline with Aim III up.

I'd prefer it if going to hard or v.hard allowed the enemy ai to attack more than once per round, and to utilize grenades on single targets, rather than everyone turning into evade tanks.

I played on normal and I found myself missing shots way, way more than I expected. I really have to wonder if the hit percentage is accurate, or if it doesn't factor in enemy stats like dodge.
 

Pilgrimzero

Member
I started up Dragonfall DC and made a straight Decker w/ a pistol. I could NOT get passed the tutorial.

Lessened my Decker stats to put more into shooting plus took Assault Rifles instead. Doing much better. Kind of lame though.

I do notice that INT and Decker checks pop up a lot in conversations and to insta-hack things, but man do I barely do any actual decking. Makes me miss my Street Sam since mostly just shoot things in meat space anyways. Those high INT convo stuff is nice though.

I hope in Hong Kong that if you play a Decker that actually means something besides being just OK with a gun and giving a % boost to shoot a guy.
 

vocab

Member
I started up Dragonfall DC and made a straight Decker w/ a pistol. I could NOT get passed the tutorial.

Lessened my Decker stats to put more into shooting plus took Assault Rifles instead. Doing much better. Kind of lame though.

I do notice that INT and Decker checks pop up a lot in conversations and to insta-hack things, but man do I barely do any actual decking. Makes me miss my Street Sam since mostly just shoot things in meat space anyways. Those high INT convo stuff is nice though.

I hope in Hong Kong that if you play a Decker that actually means something besides being just OK with a gun and giving a % boost to shoot a guy.
Decker with a pistol is just weak period. Should went decking and shotguns or rifles. Pistols are just weak for main combat. You need that big overwatch damage.
 
Decker with a pistol is just weak period. Should went decking and shotguns or rifles. Pistols are just weak for main combat. You need that big overwatch damage.

My Dragonfall Decker was soft in meatspace, so the accuracy focus of pistols helped offset that drawback... at least in the beginning, before she became a combat goddess. (But that's another story.)

I actually didn't mind the weapon balance in the Shadowrun games. Individual weapon choice and general tactics available turn-to-turn have felt more varied overall than, say, Wasteland 2. W2's longer, more numerous battles are probably biasing things, though...
 

Dresden

Member
Damage isn't a big problem for pistols, especially since you can get the slapdash pretty early. No reliable way to force dudes out of cover is what drags it down, along with the bigger karma investment needed to get the best skills (with rifles, all you need is full auto).
 

HK-47

Oh, bitch bitch bitch.
The reason accuracy goes down on higher difficulty levels is cause the enemies have more points in dodge and quickness. And yes it would be nice if Shadowrun could go full XCOM and we could supress, use cover destruction, flush enemies, etc. But that would require dat money.
 
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