Shadowrun Returns
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sabin1981
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PostPosted: Thu, 13th Jun 2013 21:46    Post subject:
Painful bump is painful!!!! >:{ If a release date was announced, it would have been posted here Sad
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human_steel




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PostPosted: Thu, 13th Jun 2013 21:52    Post subject:
Maybe it's not coming out in June anymore?
 Spoiler:
 
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sabin1981
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PostPosted: Thu, 13th Jun 2013 22:04    Post subject:
It wouldn't really surprise me, they did have to put back the launch of the early-access Editor due to the Matrix implementation, though they are claiming to be on track for June release.
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WiCKed666




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PostPosted: Thu, 13th Jun 2013 22:27    Post subject:
What so special about this game?


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sabin1981
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PostPosted: Thu, 13th Jun 2013 22:35    Post subject:
WiCKed666 wrote:
What so special about this game?


If you have to ask then it's not for you Razz But in all seriousness, it's a tactical RPG based in the Shadowrun universe. Magic, technology, post-apocalyptic.
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Boneleech




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PostPosted: Thu, 13th Jun 2013 23:10    Post subject:
WiCKed666 wrote:
What so special about this game?


That a lot of things were promised and 10% was delivered.
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sabin1981
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PostPosted: Thu, 13th Jun 2013 23:12    Post subject:
Boneleech wrote:
WiCKed666 wrote:
What so special about this game?


That a lot of things were promised and 10% was delivered.


Badum~tish! Though that's actually Star Command, most of Shadowrun's "missing" features were things people expected of an RPG and just weren't implemented. Amounts to the same end result though.
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sabin1981
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PostPosted: Fri, 14th Jun 2013 02:47    Post subject:
Urgh... I wish I hadn't bothered, but I went over to the official forum to check if any release info was posted and it turns out the main campaign, of which there are no "extras" because "it's a story!1 a story!111", is around 12 hours long. Facepalm "What?? You expect a 40 hour magnum opus for your $20? Ha ha ha ha ha...." Rolling Eyes Sadly the entire forum is a Yes Man forum, any criticism levelled against the game, no matter how slight, is immediately me with huge backlash and apologist excuses. You simply cannot have any viewpoint that conflicts with HBS and the forum goers.

Oh well, play and delete, I guess.
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red_avatar




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PostPosted: Fri, 14th Jun 2013 07:50    Post subject:
12 hours for a turn based RPG is rather pathetic because turn based combat soaks up more time than any other type of game so if they can't even stretch it to 12 hours ... it must be one hell of a short game.

I got 15 hours out of Van Helsing for the same amount of money but that was fast-paced action with lots of locations so in a game like that, 15 hours feels about right. For a turn-based RPG, 15 hours is nothing let alone 12 Rolling Eyes
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JBeckman
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PostPosted: Fri, 14th Jun 2013 07:57    Post subject:
I assume the main focus is the editor then, being able to create community campaigns and such though apparently there's some limitations on using custom content.
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randir14




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PostPosted: Fri, 14th Jun 2013 08:16    Post subject:
Yeah it's restricted to the Seattle tile set for now.

Btw if anyone wants to check out some gameplay here's a new video (I think he's playing in the editor). The guy narrating is annoying but you can hear some of the soundtrack.

 Spoiler:
 


-edit- and another, parts of this one show the shop screens for various items:

 Spoiler:
 


Last edited by randir14 on Fri, 14th Jun 2013 08:43; edited 3 times in total
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red_avatar




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PostPosted: Fri, 14th Jun 2013 08:33    Post subject:
randir14 wrote:
Yeah it's restricted to the Seattle tile set for now.

Btw if anyone wants to check out some gameplay here's a new video (I think he's playing in the editor). The guy narrating is annoying but you can hear some of the soundtrack.

 Spoiler:
 

If they allow custom content, I'll forgive them 100%. But no custom graphics = no happy me. It will just end up being another Neverwinter Nights otherwise because NWN's editor was a joke - you couldn't do shit with it except make more lame and weak locations. Custom graphics would at least allow you to design brand new locations.
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dr-nix




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PostPosted: Fri, 14th Jun 2013 08:56    Post subject:
red_avatar wrote:
randir14 wrote:
Yeah it's restricted to the Seattle tile set for now.

Btw if anyone wants to check out some gameplay here's a new video (I think he's playing in the editor). The guy narrating is annoying but you can hear some of the soundtrack.

 Spoiler:
 

If they allow custom content, I'll forgive them 100%. But no custom graphics = no happy me. It will just end up being another Neverwinter Nights otherwise because NWN's editor was a joke - you couldn't do shit with it except make more lame and weak locations. Custom graphics would at least allow you to design brand new locations.


They have been saying since the start that they want users to create content for the game. They did release an editor for a reason...

I can't remember now but i think they've talked about being able to access user made content from within the game somehow. Making it easier to play that stuff.


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Pixieking




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PostPosted: Fri, 14th Jun 2013 09:04    Post subject:
dr-nix wrote:


I can't remember now but i think they've talked about being able to access user made content from within the game somehow. Making it easier to play that stuff.


So, probably Steam Workshop integration on the horizon.


Pixieking
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KGen




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PostPosted: Fri, 14th Jun 2013 09:36    Post subject:
If 15$ will give me 12 hours of single player campaign + additional gameplay later with Berlin DLC + good editor to allow people to add content, personally I will be content. I'm much more concerned about the gameplay than the length.


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sabin1981
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PostPosted: Fri, 14th Jun 2013 11:55    Post subject:
It's not on the horizon, it's an actual thing. Steam Workshop is part of the release and one of the reasons why the DRMfree brigade went nuclear when it was announced. You can launch Editor/nonWorkshop UCG in the DRMfree version, but since it's fairly obvious most people are going to stick to Workshop, well... some are less than thrilled. The worst part is not being able to import or use custom graphics, the only part they've capitulated on is custom portraits. Until Berlin comes out, all you can make is content that relies on Seattle tiles/audio, nothing else.

It's also not $15, it's $20. I just want a fleshed out, indepth, prolonged SP campaign - something that does Shadowrun justice, rather than a flimsy one-nighter built around an Editor so that everyone else can do the grunt work Sad It would be WONDERFUL if people made epic Runs and long, indepth, campaigns - but these will take time.
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KGen




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PostPosted: Fri, 14th Jun 2013 12:30    Post subject:
sabin1981 wrote:
It's also not $15, it's $20. I just want a fleshed out, indepth, prolonged SP campaign - something that does Shadowrun justice, rather than a flimsy one-nighter built around an Editor so that everyone else can do the grunt work Sad It would be WONDERFUL if people made epic Runs and long, indepth, campaigns - but these will take time.


I pledged 15$ on Kickstarter. I'm not quite sure what made you get so pessimistic, but I've yet to see a reason to believe this will be "a flimsy one-nighter built around an Editor so that everyone else can do the grunt work".

I'm not sure when they started the development, but if it began around the kickstarter, than they had 1 year to make the game. Considering role playing games are among the most time consuming to make, I think a shorter campaign was to be expected - especially because they also concentrated on the editor. This will be expanded with the DLC, and user made content.

Not trying to persuade you otherwise, just explaining the way I see it (and many others probably).


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sabin1981
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PostPosted: Fri, 14th Jun 2013 12:35    Post subject:
What made me pessimistic? Everything announced AFTER the KS was finished, just look back a few pages and you'll see exactly why I'm pessimistic. Everything that was exciting and interesting about a potential Shadowrun RPG has been stripped away and it looks like all that's left is some XCOM combat in small zones with no progression, no loot, minuscule equipment amounts and some conversations with paper cut-out characters. They only implemented Matrix (which we didn't know DIDN'T even exist until AFTER the Kickstarter finished...) after a raging outcry from people. It's a tiny campaign (supposedly penned by Shadowrun novelists....) backed up by an editor. Some people are happy with that, I just can't help but feel disappointed since I have no intention of creating my own Runs. A 12 hour RPG, a huge percentage of which will be strategic, slow, tactical combat, just disappoints me.

KGen wrote:
especially because they also concentrated on the editor. This will be expanded with the DLC, and user made content.


Exactly, so everyone else does the grunt work.

Every time I go to the forums, it's nothing but bad news, with anyone that dares raise a concern about the project or the outcome being torn down by everyone else. Once again, this is from a game that was supposedly only needing $400k, so what the hell would we have gotten at $400k? And no, I'm not trying to persuade you otherwise either, I've made my thoughts and doubts known and it's YOU that's calling me out on it. You're happy with what you see, I'm not, just leave it at that.
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Prandur




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PostPosted: Fri, 14th Jun 2013 12:48    Post subject:
I just hope something similar doesn't happen to other kickstarters... wasteland 2, project eternity etc. I know it's unlikely, but then again I would have said the same about this project as well.
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KGen




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PostPosted: Fri, 14th Jun 2013 13:02    Post subject:
sabin1981 wrote:
And no, I'm not trying to persuade you otherwise either, I've made my thoughts and doubts known and it's YOU that's calling me out on it. You're happy with what you see, I'm not, just leave it at that.


I just made 2 posts in this thread - first to say that for 15$ I'm fine with the game as it is, and another one to correct your assumption it's 20$ for everybody and then to explain my view a little bit more. I'm not calling you on anything. You are quite an aggressive poster, frankly.


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sabin1981
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PostPosted: Fri, 14th Jun 2013 13:17    Post subject:
I don't care what you have to say about me, frankly.
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Morphineus
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PostPosted: Fri, 14th Jun 2013 13:22    Post subject:
Sorry to hear Sabin, I too wouldn't be happy with this. It was one of the few projects I wanted to back, but I'm glad I didn't by following this thread for a while.

Every info feels like it is watering down, it's nice for the big support to modding, but I too expected a full fleshed out game. I rather have those kickstarter projects take longer to develop than a shorter dev time with a more limited game.

Had a lot of campaigns were I thought 'Sweet' but most of them I always had some nagging voice in the back of my head. It resulted in me only backing up Star Citizen. And atm I feel like I just need to wait out the first gen campaigns and Star Citizen to make up my mind if I want to pledge in the future.


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KGen




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PostPosted: Fri, 14th Jun 2013 13:42    Post subject:
sabin1981 wrote:
I don't care what you have to say about me, frankly.


Classy. Why did I expect anything else from you.

MORPHINEUS wrote:
Had a lot of campaigns were I thought 'Sweet' but most of them I always had some nagging voice in the back of my head. It resulted in me only backing up Star Citizen. And atm I feel like I just need to wait out the first gen campaigns and Star Citizen to make up my mind if I want to pledge in the future.


The jury on kickstarter is still out there , but I bit the bullet and backed up a few projects. It's impossible to satisfy all the backers, so all the games will be a disappointment for some. I figured it's worth the gamble. The main problem is that the fundraising allows you to get much more money than you asked for, making backers expect major improvements on the original pitch...and it doesn't work like that, money is an answer to many things, but some stuff just takes time. With projects lasting between 1 to 2 years, it's just no enough.


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sabin1981
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PostPosted: Mon, 17th Jun 2013 02:46    Post subject:
Still no word from HBS, with only two weeks left of June it's likely to be delayed. Still, there is some good news;

http://www.shadowrun.com/forums/discussion/26577/recreating-sega-genesis-shadowrun/p1
http://www.shadowrun.com/forums/discussion/27181/snes-reboot-progress-thread/p1

Now that high-tier backers have had the Editor for just over two weeks, they're really starting to put the time in. Since the Editor doesn't have/require any scripting knowledge, everything is done via triggers and statements - so drop the map pieces, add the triggers, set up the combat - and now they're looking at remaking both the SNES and Megadrive versions of Shadowrun. Should be fun to keep an eye on, anything that comes out to make up for the rumoured, and frankly abysmal, 12 hour campaign is definitely a plus. Although, saying that... Brian from HBS did just post this;

http://www.shadowrun.com/forums/discussion/27515/publishing-sharing-content-steam-workshop-and-non-steam

The guide on how to package and share your content, both for offline/noDRM users and for Steam Workshop. He even gave the URL for the specific Steam Workshop page for Shadowrun, which isn't live yet. Perhaps it won't be delayed...

~edit~

EVERY time I go to that forum it's just bad news

http://www.shadowrun.com/forums/discussion/27375/even-free-move-is-turn-based

All movement is turn-based, even outside of combat, so you can't have any moving NPCs/civilians without spending hours waiting for each actor to take their move. The devs just recently implemented a function that allows NPC actors to move to a location when you take your move, but only when you take your move, and only in totally neutral/non-combat areas. Jesus. Christ.

As one of the SR-SNES devs said; "looks like it's time to make more SNES to SRR compromises" - ie, not having any moving actors unless the player character is constantly moving too.

red_avatar wrote:
If they allow custom content, I'll forgive them 100%. But no custom graphics = no happy me. It will just end up being another Neverwinter Nights otherwise because NWN's editor was a joke - you couldn't do shit with it except make more lame and weak locations. Custom graphics would at least allow you to design brand new locations.


Not *all* bad news, I guess.

http://www.shadowrun.com/forums/discussion/27255/tutorial-modding-import-custom-2d-props

Importing custom 2D props. Now THAT's huge, that greatly expands the amount of content you can use in the game. So far it's importing faces, loading screen images and now 2D props. Nothing about audio or any other kind of graphics yet, such as custom tiles. I've sent a message to McDougal and I'll find out if any of the other "no importing!" stances were changed, perhaps we could even end up with the ability to create/use our own tilesets.
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Boneleech




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PostPosted: Mon, 17th Jun 2013 06:05    Post subject:
Well what we have here is a bona fide IOS game with an editor.
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randir14




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PostPosted: Mon, 17th Jun 2013 06:09    Post subject:
I'm still looking forward to it. But as is usually the case with moddable games, I'm sure it will be up to the modders to make it truly great.
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locke89




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PostPosted: Tue, 18th Jun 2013 15:52    Post subject:
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lolozaur




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PostPosted: Tue, 18th Jun 2013 16:06    Post subject:
fuck them
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sabin1981
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PostPosted: Tue, 18th Jun 2013 16:19    Post subject:
Oh well, it's not like it's coming as a shock to anyone Rolling Eyes Sad What is annoying is that they couldn't even be bothered to let their backers know - instead the info has to come secondhand from a news site.

~edit~

http://kotaku.com/shadowrun-returns-slips-from-the-shadows-july-25-513994374
http://www.gameinformer.com/b/news/archive/2013/06/18/shadowrun-returns-next-month-entire-campaign-can-be-edited.aspx

July 25th. Still no official word from HBS, of course.

~edit~

http://www.shadowrun.com/forums/discussion/comment/63607#Comment_63607
http://www.prweb.com/releases/2013/6/prweb10843598.htm

Quote:

Susan Lusty
PR for Harebrained Schemes
(206) 331-4659

Kirkland, WA (PRWEB) June 18, 2013

Launching on Steam and mobile tablet devices on July 25, 2013, Harebrained Schemes' Shadowrun Returns has been a shared community experience from its beginning. The highly anticipated single-player tactical RPG is the first seven-figure Kickstarter funded game to launch, and fans have been eagerly sharing the year-long experience of watching the game develop.
Beyond its successful community funding, Harebrained Schemes is encouraging its community to share by releasing the game's game editor, a robust set of tools for anyone to use to create their own stories in Shadowrun’s rich and vibrant shared universe. While other games offer editing tools, Harebrained Schemes is going one step further by releasing the entire Shadowrun Returns campaign in the editor format.

"The idea of releasing all of the editor files for the Shadowrun Returns campaign was based on my experience working with Trent Reznor on the Alternate Reality Game (ARG) for his album Year Zero. Trent empowered his fans to re-mix his music anyway they wished by releasing the GarageBand tracks with the album. With Shadowrun Returns we are doing the same thing, players can start from what we have created and build on it, revise it, or use it as a starting point for completely new stories. I believe we are the first to release an editable version of an entire campaign, and we are excited to see where the players take this universe," said Jordan Weisman, founder of Harebrained Schemes and originator of Shadowrun.

Shadowrun Returns is a single player, turn-based tactical RPG (for Windows, Mac, and Apple & Android tablets) featuring a unique hand-painted art style that takes place in a cyberpunk future where magic has returned, awakening creatures of myth. Kickstarter backers have had early access to Shadowrun Returns' game editor tools and have already started creating game content that has surprised and delighted even the game's developers. Some of the earliest content made with the game editor can be seen here:

  • A reverse of our Alpha Gameplay Video by McDougle (http://www.youtube.com/watch?feature=player_embedded&v=57L4bEOYgvE )
  • Wiki: (http://www.obsidianportal.com/campaigns/snes-shadowrun)
  • Hostage Situation Tutorial by Shadowrun Rebuilt (http://www.youtube.com/watch?feature=player_embedded&v=xCDqoXkcGGI)
  • A thread about The Lost Lamb Mission by Dislexicoder (http://www.shadowrun.com/forums/discussion/27145/the-lost-lamb-original-mission-download-link-in-first-post); (http://youtu.be/bBpDvwf0mP4)


As many fans know, Shadowrun is a "shared universe" based on the 1980's venerable tabletop RPG that is still thriving today, and is about to launch a Fifth Edition from Catalyst Game Labs. The Shadowrun universe has endured and evolved for 24 years with hundreds of designers, authors, artists, engineers, and gamers contributing to its rich, layered setting. Shadowrun Return and its players will extend this universe even further.

To learn more about Shadowrun Returns, go to Harebrained Schemes web site. Pre-orders for Shadowrun Returns are being taken now on Steam.

Harebrained Schemes
Harebrained Schemes is a small group of wildly talented people, crammed into a closet, making whatever cool thing inspires them next. The Harebrained team is a combination of seasoned veterans and fresh talent, and is led by serial entrepreneur Jordan Weisman—founder of FASA, Virtual World Entertainment, FASA Interactive, Wizkids, 42 Entertainment, Smith & Tinker, and creator of BattleTech / MechWarrior, Shadowrun, and Crimson Skies. Their first title, Crimson: Steam Pirates, was one of Apple’s Benchmark Games of 2011 and one of Metacritic.com’s Best iPhone Games of 2011. Their next title, Strikefleet Omega, was named one of Google Play’s Best Games of 2012. In April 2012, Harebrained Schemes made headlines when it launched one of the first 7 figure Kickstarter campaigns to fund Shadowrun Returns, which now appears on five “Most Anticipated Games of 2013” lists.


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sabin1981
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PostPosted: Tue, 18th Jun 2013 17:08    Post subject:
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