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Finally, you can't actually assume that people have played the original games. Because I knew this was like Neverwinter Nights (a framework for user-created content) I skipped those games entirely. Instead, I did a milk run mission to get down the mechanics and then jumped into this mod (based on the comments). I'm sure I'm not the only one. So, keep in mind that while you shouldn't hold hands, you can assume at least a few raw noobs :D.
After looking at some of the general comments, I realise it wasn't fair to make that generalisation, as a number of people have stated they aquired the game for this mod. Perhaps a difficulty setting or something at the start to distinguish if you're already familiar with the game and how it plays?
Although, why wouldn't you play the game anyway since it's bloody good? I mean, bloody bloody good.
Also, as your fixer with a personal stake in the overarching story, Erik should give _WAAAY_ more help than he does.
He's a fixer who doesn't know more than 3 or 4 NPCs. Or where to sell lifted data. Or any runners for hire. Etc. How does he stay in business?
As for why skip the included game? Well...honestly...my experiences in the past with games included with modding frameworks hasn't been the best. They tend to skimp on story and mostly be (in effect) an extended tutorial on how to build a mod. I did decide to play Dragonfall for a bit and I'm pleasantly surprised I'm enjoying the story. I need one more big payoff to collect Alice's 50k. I could care less about the big picture, I'm drawn in by the quests and choices to make things better for my little community. Will the sim-addict ever come back to the real world? Is the meta-human shelter a front for something sinister or is it a Good Thing? Does the obese man in the coffee bar have a story or is he just window dressing? I don't know, but I do _care_. :D.
Still, player mods will be what keeps the game play-able.
This has me incredibly excited for the future of the mod! On top of the brilliant mechanics I hear are in play this will truly make it an incredible and ver much Shadowrun experience! Bravo!
Maybe it's just me but I used the character's real name of Emma as a basis for my street name the only hard part of my decision was did I want to be Lady Frost or Mistress Peel :)
The purpose of the forced name at the beginning, is that is who your character WAS before being dragged kicking and screaming into the shadows. Once you're in the shadows, then your character assumes the name you chose during character creation.
It wouldn't make sense in the beginning for your brother Joshua to refer to you by your shadowrun street name, considering you are not a shadowrunner... yet.
That being said, the current start of the story is just one possibility/choice out of many that according to the developer will be given to us once the option is released.
Keep in mind, this is a work in progress and not "finished". I appreciate Southwind (the developer) taking their time to do things the right way, rather than rushing buggy/untested stuff just for the sake of having something new; that would sully what so far has been/is a great community mod.
Have patience :)
That's a bloody good idea actually.
Hey Southwind, one suggestion for setting up multiple opening scenes.
Start the game (opening scene) in the same bar as Eric. Start a conversation on map load (maybe with Eric), about how you ended up here. A couple of quick dialogue choices to assign a int to a story variables relating to backgrounds (1. Wageslave, 2. Lonestar etc). Then jump scene to a flash back to tell those early moments (brother's death etc) using those story variables to limit which dialogues come up, then snap back to Eric "well then, welcome to wyern's tooth I guess"
On Joshua being your brother, again with an opening dialogue with Eric player defends Joshua's character, Eric tells the player of one of Joshua's screw ups, and the player reponds "Hes adpoted..". (Complete avengers steal).
Really impressed with the UGC Sothwind, hope you continue development :)
o/