Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are to young to remember this so I will let this slide, but there used to be eleven commandments. Slick charlton dropped the second tablet though and it broke. They had to imporvise.
Blame hollywood.
But on topic, I don't think it's much different than any other game out there really, it's just done in a shorter amount of time.
Fallout: You get yourself killed by a rat when you step out of the vault, but can kill an army of minigun toting super mutants with ease a few hours later.
That said Looorg hit it on the head, they needed to show the kiddies substantive progression.
This story, played without the automation and polish of this engine, could haver easily taken 40-200 hours (based on 2-8 hours a session x number of chapters). If you go with chapter count alone, and assume you played every Friday night, this is still 5+ months of content. I'd expect my character to be moderately well fleshed out after that much time.
But yeah, cramming half a year into 12 hours will likely skew your perception of the rate of rewards a bit.
If the game was 40+ hours long (or 60+ if for you 40 isn't enough) you wouldn't have post that I think, don't you agree?
Well for Riggers it's not too much, and I liked how it adds new possibilities for all classes. That said I still have to explore deeper the tactical possibilities.
I'd prefer a more gradual progression for characters that develops your character over the long haul, not just a weekend of heavy play.
That is simply the way games like this work. Developers are stuck balancing between making sure people who don't do any side content gain enough power so they can beat the game against completionist players who do everything everywhere and become too powerful for the game to challenge.
In just about every rpg I've ever played going the completionist route will get you to a point mid game where your character's power level transcends what is required for the game thus making the rest of the game's conflict a formality.
I know what you mean but while our character may have started without money or friends our characters weren't born yesterday. They may not have resources they can call on at the start of the game but that doesn't mean they never had resources in fact the game basically points out that you're going through a rough patch financially.
As for friends, honestly no one in the Shadowrun universe has real friends, everyone is an asset and if treating an asset like a friend is advantageous a runner will do so. True friendship does exist but that is a very rare thing.
but rather the fact that we have too few talents to distribute the Karma along.
If this were the PnP RPG, you would have a multitude of other skills to which you could distribute your karma as well. And many of them useful to get along in modern SR society, while not exactly useful for pure combat.
For example driving different vehicle types, the knowledge of different languages (i.e. to read or speak in them), knowledge of academic topics (for example zoology or physics), knowledge of cultural topics (for example knowledge of 21st century rock groups, knowledge of clacssical opera ... ), athletics, swimming, hobby skills and so on
Compared to the skills in PnP Shadowrun, the number of skills in Computer-Shadowrun is rather tiny and doesn´t allow you to really flesh out your char ;)