cj_iwakura
Member
I saw that but didn't get it, lol, what is this a reference to?
A dragon ran for President in that year.
And won.
I saw that but didn't get it, lol, what is this a reference to?
A dragon ran for President in that year.
And won.
I still don't get it...I never played any of the old Shadowrun stuff so I don't understand the thread title reference to a dragon either. =PA dragon ran for President in that year.
And won.
I still don't get it...I never played any of the old Shadowrun stuff so I don't understand the thread title reference to a dragon either. =P
i was bummed out by the loot, but before I started playing the game accidentally opened Steam Workshop
all is fine. Modders to the rescue
Well I saw on the steam workshop of loot corps haven't downloaded it yet
Finding it very linear and lacking in the strategy. I was hoping for something more akin to the old late 90s RPGs I suppose.
Well, both were in the first half of the 90s, so I assume he meant he wanted more along the lines of Baldur's Gate or Fallout I guess.Not to be a jerk, but the strategy for Shadowrun SNES was "buy the Uzi and farm the arena"
They're fun games, I love the SNES and Genesis one, but they're not these amazing strategic tense battles.
Just returned to the Seamstress for the second visit:
Rescued Coyote and got the gems.
Combat is enjoyable on Very Hard. It isn't quite as difficult as I'd like so far, but it still keeps you on your toes and has you using consumables more than I imagine the other difficulties do. Not sure where the differences truly lie (perhaps superior to-hit and dodge rolls for the enemies).
Also quite glad I went with a Shaman for my main char. Spirits dish out the hurt. And it's fun to have a decent variety of things you can do in combat, between the totem, fetishes, environmental spirits, and buff/debuff spells (and in my case, also a rifle).
I also put several points into Charisma and unlocked three total etiquettes; along with the high CHR, my guy can be a pretty persuasive chap at times.
Neat little touch about Coyote just a bit after where you are:when she gets her cyber arm, it also functions as a piece of cyberware.
Combat is enjoyable on Very Hard. It isn't quite as difficult as I'd like so far, but it still keeps you on your toes and has you using consumables more than I imagine the other difficulties do. Not sure where the differences truly lie (perhaps superior to-hit and dodge rolls for the enemies).
Also quite glad I went with a Shaman for my main char. Spirits dish out the hurt. And it's fun to have a decent variety of things you can do in combat, between the totem, fetishes, environmental spirits, and buff/debuff spells (and in my case, also a rifle).
I also put several points into Charisma and unlocked three total etiquettes; along with the high CHR, my guy can be a pretty persuasive chap at times.
Neat little touch about Coyote just a bit after where you are:when she gets her cyber arm, it also functions as a piece of cyberware.
What do you mean?
So you can get multiple etiquettes? Guess I won't agonize over choosing my initial one so much then :lol (making my first character at the moment)l.
As someone who jumped into XCOM on Ironman Classic just to truly play the game, would you recommend the hardest difficulty for this game? From what you've said it seems like it is still fun. I just can't stand when the game cheaply favors the AI to simulate more difficulty.
Out of curiosity, which etiquettes do you have so far?
Ah man I wanted to wait until the winter when I have more time and the game will be cheaper. But little details like that make it really hard to resist right now - played the Pen and Paper for a year or so back then.It's the little things.
I don't want looting corpses in this game. It's just busy work for an rpg.
I guess I'll see by the end. I basically expect it to be a sort of visual novel, with occasional tile-based fights in between dialog. Some people probably won't like this, and maybe user campaigns will be different, but the atmosphere and writing are good, so I'm trying to take it for what it is.Yea but its nice to have different sorts of game "work" balanced out. I'm not far in but I'm getting a sort of too linear point and click to your next magnifying glass feeling. Which I hope will change up soon.
Some equipment has stats requirements, but I doubt you'd miss it, it's in red in the item description (if you don't meet the reqs).Bug? I bought 2 'cyber-mods' from some guy on the street, and can't equip them. Then I buy a new outfit from a troll, and can't equip that.
Yea but its nice to have different sorts of game "work" balanced out. I'm not far in but I'm getting a sort of too linear point and click to your next magnifying glass feeling. Which I hope will change up soon.
Bug? I bought 2 'cyber-mods' from some guy on the street, and can't equip them. Then I buy a new outfit from a troll, and can't equip that.
Can someone explain deckers to me? The game mentions they hack into the matrix, but all the skills on the character sheet and at the start of the game are just various versions of "Mark Target"
Streaming the game, I'm at the beginning http://www.twitch.tv/sometimesimepic
Will be spoilers if you havent played through yet.
How far into the game are you? I thought that too at first, but didn't realize I couldn't really equip things/manage inventory until I got to my stash.
You don't really get to utilize your decker abilities unless you have a drone or a Matrix section in a level.
The game is quite linear both in level design and in the way you generally progress, and I don't think that ends up changing much. There's a clear pattern and it's visible from early on. You're generally funneled down levels, and while you occasionally have different ways to complete objectives, it tends to roughly amount to the same thing. If you've got Decker points you'll hack computers; points in STR you'll threaten your way through; points into Charisma or certain etiquettes you'll talk your way through; and if not you just find some other fairly straightforward way to get to the next section (like bribes).
That sort of style of progression is fairly common in many other RPGs but here it's probably simpler and more obvious due to the small, demarcated levels and relatively small number of NPCs (though they are pretty much all distinctive and well-drawn).
There's never any backtracking, as once you enter a new area, you've essentially entered a new chapter of the game. That will generally involve talking to whomever has a marker above their heads, clicking on whatever icons and objective markers you see, usually moving on to some combat, and then entering the next area and repeating the process.
I'd call these things downsides, certainly, but expected ones. The development time was short, and the budget relatively small. I think it's ultimately a fun, charming, well-written game, and given what they had to work with, they did a very solid job. You just have to set the proper expectations.
Cool, thanks.
Welcome, hope every can stop in and say hi. I'll try and stream the game every night I'm free for awhile.
The game is quite linear both in level design and in the way you generally progress, and I don't think that ends up changing much. There's a clear pattern and it's visible from early on. You're generally funneled down levels, and while you occasionally have different ways to complete objectives, it tends to roughly amount to the same thing. If you've got Decker points you'll hack computers; points in STR you'll threaten your way through; points into Charisma or certain etiquettes you'll talk your way through; and if not you just find some other fairly straightforward way to get to the next section (like bribes).
That sort of style of progression is fairly common in many other RPGs but here it's probably simpler and more obvious due to the small, demarcated levels and relatively small number of NPCs (though they are pretty much all distinctive and well-drawn).
There's never any backtracking, as once you enter a new area, you've essentially entered a new chapter of the game. That will generally involve talking to whomever has a marker above their heads, clicking on whatever icons and objective markers you see, usually moving on to some combat, and then entering the next area and repeating the process.
I'd call these things downsides, certainly, but expected ones. The development time was short, and the budget relatively small. I think it's ultimately a fun, charming, well-written game, and given what they had to work with, they did a very solid job. You just have to set the proper expectations.
I feel the same. I've been playing the Witcher 2 and the inventory is more of a hindrance than anything resembling fun, while even it's modest sized maps end up with too much pointless walking to get to the various objectives. Something neater and more focused is welcome.these downsides sound like advantages to me. This kind of crpg-lite games I have time and effort saved for nowadays.