Shieeeet, I thought it will along those lines but still, bit disappointing Oh well, guess it'll be one of those games where it's advisable to play it slow and enjoy every freaking minute of it.
Shieeeet, I thought it will along those lines but still, bit disappointing Oh well, guess it'll be one of those games where it's advisable to play it slow and enjoy every freaking minute of it.
Yep, I wouldn't worry too much about that to be honest. If the world is really living and full of explorable areas, the characters are interesting, and dialogues are good, I can see myself doubling those 12 hours pretty easily.
edit: first review from Euroderps:
Quote:
For those who just want to relive the isometric action of the SNES and Megadrive days, Shadowrun Returns easily delivers. It's not the deepest or most flexible game of its type, but there's a lot to be said for simple ideas realised intuitively. Add in some excellent writing and, judged purely as a standalone game, it's an unambiguous success.
There's more to Shadowrun Returns though. Much more. And it won't be until the community gets its hands on the editor, starts remixing the current material and generating its own, that the game will really begin to blossom. When it does, the patience of the hardcore will be well rewarded.
my main concern,considering that the developer's focus has been mainly on the editor as I presume, how does it fare compared to bethesda's editor in terms of potential, capabilities etc.. Of course, bearing in mind that the tool is developed by the indie company...
I'm not even going to dwell upon some dubious moments such as checkpoint-only saving system etc..
Last edited by h0rnyfavn on Thu, 25th Jul 2013 02:30; edited 1 time in total
It's a fairly complex editor by the looks of things, but there's no outright scripting so that will limit what can be accomplished, unlike Bethesda's SDKs. This is all trigger based.
~edit~
Eurogamer showed off a screencap of a fairly detailed scene;
I see.
Would you say it has the same or close to the NWN editor potential?
A number of quite impressive adventure modules were created back then.
I haven't seen the editor, so I really couldn't tell you. All I know is that there's no scripting at all, it's just trigger and effect. Check out some of Macdougal's videos to see the editor and what it can do;
I see.
Would you say it has the same or close to the NWN editor potential?
A number of quite impressive adventure modules were created back then.
I haven't seen the editor, so I really couldn't tell you. All I know is that there's no scripting at all, it's just trigger and effect. Check out some of Macdougal's videos to see the editor and what it can do;
Well, TotalBiscuit for one is "impressed" cause "they really achieved what they set out to do". We need more feedback from averywhere but so far so good
Just a bit over 8 hours now!
EDIT: btw, no preload for us peasant Steam pre-orderers What about you backers? you got some sort of preload?
Judging from the video, game looks pretty good, actually. I love the amount of dialogue and tactical options and I kinda get what they were trying to do here. The constrained nature and checkpoint system (FFS...) are a bit worrisome, but it should be a nice title nonetheless. And that's even if the toolset doesn't exactly take off... if it does it might even be something spectacular.
- it's kind of an easy game
- skewed toward good-natured characters
- it's on rails but it quickly becomes unnoticeable
- good enough character development
- rich and engaging story
- it's kind of an easy game
- skewed toward good-natured characters
- it's on rails but it quickly becomes unnoticeable
- good enough character development
- rich and engaging story
Fuck reviews. My only worry is that it's pretty short (8-13 hours according to RPGCodex), and then you have to scavenge for mods and campaigns that might not even work with the DRM free GOG version so you'd have to pirate the steam release even though you bought the game and... bleh. We'll see I guess.
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