Shadowrun Returns

Shadowrun Returns

It had potential
..but the 200 year old , stop, long ridiclous pause, shoot, wait for the enemy to react, long ridiculous pause, shoot.

Turn based games are done. Final Fantasy is only played by the few unemployed Generation X survivors.

The new wave of gamers don't have the patience for such nonsense. It needs to be fast, furious and require actual talent and skill to complete. So much potential is wasted. I guess if you can't afford a great game engine, then you make a turned based RTS for an extremely small niche group of players.
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187 yorumdan 1 ile 15 arası gösteriliyor
I don't think it ever really became about the combat for me, so I agree with you there that, it wasn't a success. I don't think it was so bad or slow paced though, and I played as a decker which added another level of management to it.

It was just ok in my book. Your comments about speed or w/e are complete ♥♥♥♥♥♥♥♥ though.
En son Code Name: Loot Goblin tarafından düzenlendi; 28 Tem 2013 @ 21:01
Really? Sigh.
Yeah, because games like Xcom and civilization 5 got such mediocre reviews - oh wait...

Edit: honestly, I'm not really that into the combat, but that isn't because of it being turn based, it's because it doesn't feel quite as tactical as I would like it to be. Of course, I have only played on normal so far. Might get a different opinion once I try it with a higher difficulty setting. But I really do wish that all units (enemies included) had "overwatch" by deafult.
En son Amycus tarafından düzenlendi; 28 Tem 2013 @ 21:06
Yes. It is for niche players. That's why it was a CROWD FUNDED INDIE GAME.
don't lump in tactical rpg's with turn based rpg's. I love tactical, but find turnbased extremely boring.
You mean the extremely small niche group of players consisting of ~11000 average players on steam alone? Yeah, it isn't CoD or WoW levels of population, but it is sizable. Tactical games require talent and skill, but generally a comprehensive and critical thinking skillset (though Dead Man's Switch was pretty easy), not twitch aiming and super attentiveness. Each has their place, but this was never designed as an action-oriented adrenline based game. The Pen and Paper Shadowrun always blended them, in my experience.
I'm sorry to hear you have such animosity for turn based, tactical games. That said, chess has endured the centuries, and so has mock combat. Each has a place and draws certain people toward it.
You lost me at "turn-based" and "RTS".
Since when did insults become necassary to have a discussion? If you do not like this game. Then by all means just leave.
I feel that it did have potential but lacked one major thing for me. The progression of our characters. To me that is the most important part in a role playing game. Yes, the story is important but what's the point in the story if you can't keep the experiences of it with your character?

I wish they made it so when you create youe character, you have his/her name, their portrait and then all of the basic information of the character like their skills, money, gear etc. And from there you can select a campaign to run with them, once you complete more campaigns with that character the cash you work hard for on your runs accumulate and you can really get a feel of the roleplay shaping your character.

But because it doesn't work like that, I didn't end up enjoying it as much as I could have if i'm honest. It's still a good fun game, it just could of been done a little bit better. I like character progression, and Shadowrun Returns could of had that and it would of been a masterpiece to me.
İlk olarak Krighton tarafından gönderildi:
The new wave of gamers don't have the patience for such nonsense. It needs to be fast, furious and require actual talent and skill to complete.
Not everything has to be eSport or FPS. As SR:R proves, there's room for many styles of games and gameplay. And by the way, insulting people who like TBS games isn't going to do anyone any favours.
I can only say one thing to OP: "LMAO". You poor thing, you. :P
@Kappa Omicron: So long as the scene maker enables importing characters and items, it will carry over whatever the imported character had the time of the last save. Basically, every time the game saves it also exports a copy of the character. The UI for this is... painful, to say the least, but it gets the job done. With more UGC - especially the Identity project - I could see a good few scene branching story variables.
İlk olarak Krighton tarafından gönderildi:
The new wave of gamers don't have the patience for such nonsense.
Yeah; just a heads-up - that's not a good thing.
Another COD/DMC player who think that every game has to be about smashing buttons fastly. The funny thing here he mentioned talent/skill, when this new wave of gamers cant even go further on super mario bros level 1. If you dont like the game, just leave but dont try to tell us that the game is bad, just because is not another god of war / gears of war / Cod clone.
Oh look, one of these topics. I will definitely have to dignify this with a response, since it's so clearly thought-provoking and relevant.
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187 yorumdan 1 ile 15 arası gösteriliyor
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Gönderilme Tarihi: 28 Tem 2013 @ 20:59
İleti: 187