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Even Duncan at honk kong´s campaign said that a shadowwrun choice from a menu made by mega corporations.
Having said all that, I didn't really enjoy the experience. This mod was like playing as a member of the Suicide Squad, or La Femme Nikita, where you don't really have any choice or agency, or even any illusion of those things. Shadowrun is usually a game where the 'runners are social outcasts. Maybe they're Robin Hood, maybe they're Jesse and Frank James, but they aren't a government black ops team.
This mod felt like I was being forced to be The Man. Dialogue to resist this portrayal were few and far between. Not everyone is going to have my preferences, of course, and as I said in the beginning, the mod is well-made. It just isn't for me.
Even on Hard its easy to progress as you acquire much more Karma than the base SR:HK campaign and the Bonus campaign, I played a Shamage and maxed Willpower/Magic quite quickly.
now take what i say here with a grain of salt because if i had to guess this was written by some lone dude in his spare time. if that is the case he has done far more than i will ever be willing to XD.
in short if you just want to street sam, adept, spell cast, summon, rig or run and gun through a different environment this campaign is for you. if you care about characters and story, i recommend the other campaigns i mentioned over this one first.
Early on there may seem to be a strong emphasis on ettiquites but they make little to no functional change in the outcome of anything save for some extra newyen early on.
you cant start with cyberware so i would not bother putting points into cyberware early on.
everything else functions as normal, i just wish that there were more skill use options and that skills actually changed the outcome of things.
Loading screen backgrounds and story epilogues would be nice to dress up the whole experience.
And as many people have written: don't play it with a decker build.
Does it make a difference if I do not recruit the mage? I've been picking him up, even if it doesn't make sense to bring him all the way back to the base.
I played through twice--well not all the way through because both times my game locked up in the same place. From the comments it seems other people are getting through this, so I'm not sure why I'm having this problem. It's after returning from the Rat's Nest and speaking with Nagendra, then two more operatives arrive, Nagendra runs off to the interrogation room, and I have a new objective to witness the interrogation.
https://archiveofourown.org/works/18028652/chapters/42598682
She just stands there.
Also, it helps to pull up the in-game debug menu and turn off the fog. These levels are huge, and that helps a lot with navigation.
Minor annoyances aside, I thought this was great. I really enjoyed it. Thanks Marauder for all of the hard work you put into making this campaign.
There's a lot of little gramattical errors. Not enough to make the thing unreadable or render it laughable, but enough to be noticeable.
There are some bugs, and I think the encounter design leans heavily on boring waves of enemies. BETA site in particular is irritating for having a multi-wave fight followed by ANOTHER multi-wave fight with no map transition inbetween. After dying in the second round I had to stop.
There's a lot of work gone into this, but I think it could use a fair amount more polish.
This is not an original UGC at all. I don't know how deep it is, but I'll finish it and find out. I'm a long time pen and paper GM and I get 'stealing' for story ideas, but you really, really have to make it less blatent than this.
harsh criticism from players
guess being lazy and a leech is a cool thing nowadays.
props to the creator for actually doing an original and quite deep UGC.
needs polishing ? which UGC doesn't ... but it won't be done with magical thinking and abuses
The beginning premise seems promising, but as you play through it you soon realize the story is a carbon copy of a lazy mesh of modern spy movie tropes ranging from "Point of No Return", "The Professional", M.I., etc. Halfway through, it's as if the creator gave up and stopped trying to make a sound, coherent story. The level design is also lazy, and the gamma turned down to the point where the game is so dark you can't see shit.
In other words, do not waste your precious time subscribing to this dung heap and drudging through it. And that's about all the time I have left for this sorry excuse for wasted time.
Oh well I did think this mod was ok, I just do not like wave after wave after waves of enemeyes trossed at ya.
Will love to see more use of charisma and decking, and better paced combat, as it feels like the game is made up of over 60% combat.
The plot is very fitting for shadowrun, and I like how generous you are with karma, and look forward to more alternate stories, maybe from a corp perspective?
Polish wise, there were quite a few places that pre-spawning the baddies would smooth out the experiance, but overall, I had fun. Fairly solid experiance.
Overall good mod but cringy story reminding a G rated action movie.
The environments and level design were very good. One spot where you've just been betrayed had a really poignant pause where you're just running around a dark, rainy alley. That part of the campaign oozed with atmosphere.
The main premise of the story was fun. It's an interesting take on the usual Shadowrunning formula. I'd definitely play more of your mods with no hesitation.