Zombie Bear Aug 27, 2013 @ 4:23am
Maybe I am too old...
But I much prefer the SNES shadow run. I am just curious if I am not the only one. I think the story line for it was far more in line with Shadow run pen and paper, I enjoyed the tight story line, with the freedom to screw up and get lost for hours. I liked that you could hire as many mers as you could afford, and being the best was just a several hour grind away.
Showing 1-15 of 21 comments
< >
KTG... Aug 27, 2013 @ 5:26am 
SNES SR had crappy combat system and rules were not at all in line with pnp. In the end you became an Uber samudeckermagethingy. And gods.. did i mention how bad the combat was? :P. At least in SRR if i want to grind i will load up some hard ugc and play that. Combat on very hard vs hard opponents is at least interesting and sometimes fun. And random UGC runs are becoming more numerous as well so there is that. So SRR is more in line with pnp + there is new content coming all the time, for me thats a huge +. Snes SR was a decent game for its time but it was real short. Most of its time was spent reentering areas to farm karma mobs. I recently replayed it. Had to basicly make myself play it to the end. Was sort of hyped when i started playing it but after grinding for karma for a couple of hours with that truly bad combat system. Then i just had to take off the rose coloured nostalgia glasses i was looking through at that game. In conclusion SNES SR game had its try at shadowrun and it did not fail too much it was fun little adventure. Sega genesis SR was a bit more inline with SR rules and that decking mini game was quite fun (unlike snes sr combat it did not suck). But these two old console games will never get better. While SRR will definetly will only get better with time and new mods/content/ugc. Aaand thats my wall of text opinion on this subject. :D
Zombie Bear Aug 27, 2013 @ 8:19am 
I understand the combat was ♥♥♥♥, but it would have been better if you could use a mouse. I guess with the new one I was just hoping for more ability to explore and do all the investigating on my own time, and not when the game felt I was damn well ready to do it.
QuaziPance Aug 27, 2013 @ 1:52pm 
Originally posted by Zombie Bear:
I understand the combat was ♥♥♥♥, but it would have been better if you could use a mouse. I guess with the new one I was just hoping for more ability to explore and do all the investigating on my own time, and not when the game felt I was damn well ready to do it.

Look up the Shadowrun SNES reboot. There is a group of fans completely remaking the SNES game using the SRR modding system. I played the alpha on release and even that was pretty great. Looking forward to that being finished probably more than any AAA game coming out.
Haborym Aug 27, 2013 @ 2:19pm 
I liked the Genesis one better.
Snow Aug 28, 2013 @ 4:11pm 
SNES Shadowrun > Shadowrun Returns. At least you can manualy save your game.
Zombie Bear Aug 28, 2013 @ 8:59pm 
Originally posted by Smith:
SNES Shadowrun > Shadowrun Returns. At least you can manualy save your game. :B1:
manual saving is a huge advantage.
yarbrough320 Aug 29, 2013 @ 12:00am 
I freaking loved SNES shadowrun, have bought a physical copy any time i came across one and have replayed it many times. I agree with you original poster. I have Sega Shadowrun Mint in box too. Love that one too
Django Aug 29, 2013 @ 12:13am 
the genesis one is the best imo
ArchAngel Aug 29, 2013 @ 1:21am 
Originally posted by Smith:
SNES Shadowrun > Shadowrun Returns. At least you can manualy save your game. :B1:
The save system of SRR ended up way better then if it did have manual saves. Living with your mistakes or bad luck makes combat much more exciting.
Last edited by ArchAngel; Aug 29, 2013 @ 1:21am
Zombie Bear Aug 29, 2013 @ 4:06am 
Originally posted by archangel:
Originally posted by Smith:
SNES Shadowrun > Shadowrun Returns. At least you can manualy save your game. :B1:
The save system of SRR ended up way better then if it did have manual saves. Living with your mistakes or bad luck makes combat much more exciting.
What makes combat more exciting is the ability to wander into an area you can not win, and you have no clue if that is the case or not.
ArchAngel Aug 29, 2013 @ 7:25am 
Originally posted by Zombie Bear:
Originally posted by archangel:
The save system of SRR ended up way better then if it did have manual saves. Living with your mistakes or bad luck makes combat much more exciting.
What makes combat more exciting is the ability to wander into an area you can not win, and you have no clue if that is the case or not.
Welcome back to the age of good old game where you are supposed to learn to play the game instead of game helping you play it even if you are braindead (like Oblivion did and somewhat Skyrim). If I made a wrong turn in Baldur's Gate I died and that was good.
Last edited by ArchAngel; Aug 29, 2013 @ 7:26am
calculon102 Aug 31, 2013 @ 4:00am 
Originally posted by KarambaTheGreat:
SNES SR had crappy combat system and rules were not at all in line with pnp. In the end you became an Uber samudeckermagethingy. And gods.. did i mention how bad the combat was? (...)
Yes. But it was FUN, IMMERSIVE and had the better SOUNDTRACK. Man... a truly great GAME. Had a lot to read, but wasn't an ebook.
Nuk Soo Kow Aug 31, 2013 @ 8:29am 
Originally posted by Zombie Bear:
But I much prefer the SNES shadow run. I am just curious if I am not the only one. I think the story line for it was far more in line with Shadow run pen and paper, I enjoyed the tight story line, with the freedom to screw up and get lost for hours. I liked that you could hire as many mers as you could afford, and being the best was just a several hour grind away.
+1
Articulate Llama Aug 31, 2013 @ 10:11am 
I played both and for me its genesis, for the gameplay not for its adherence to the ruleset.
Allarion Aug 31, 2013 @ 11:23am 
Originally posted by Zombie Bear:
Originally posted by archangel:
The save system of SRR ended up way better then if it did have manual saves. Living with your mistakes or bad luck makes combat much more exciting.
What makes combat more exciting is the ability to wander into an area you can not win, and you have no clue if that is the case or not.
I don't know about anyone else, but I plan to incorporate exactly this concept into my UGC project. There are in fact point in time before you are even a real shadowrunner where you can try to fight, oh for example a Lone Star patrol. A ~45 Karma character can try to fight 4x 120 Karma Lone Star agents, and within the game there really is no indication of this besides a friend telling you that you should run in dialog.

Just because it wasn't included in DMS does not mean it cannot be included in UGC is my point. The same with immersion, open-ended exploration, etc. Really there is a lot you can do to make things -feel- less on rails, that just aren't done in DMS. I mean you can do somewhat open world hubs, it IS possible. You can also design things to feel very open but still direct the flow of the game via difficulty, dialog, etc.

I will also say about saves, personally I have seen how save anywhere can be done within UGC (yeah someone figured it out), and I will still NOT be implementing it in my project. I will instead be trying to tune the scenes so that check points happen regularly, but players still have some sort of accountability for their decisions.
Showing 1-15 of 21 comments
< >
Per page: 15 30 50
Date Posted: Aug 27, 2013 @ 4:23am
Posts: 21