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I'm a little miffed at how the NPC runners had all their flavour dialogue front-loaded, though. They spill all their juicy details at the beginning, getting me really interested in how they will behave and play off each other. But then, for the rest of the game (with one or two exceptions) they behave like cardboard cut-outs.
Maybe Dragonfall spoiled me regarding compainions and character development, but I really wanted to see if I could get Shiver into a better mental state, if I could persuade Blight to play nice with the rest of the team, etc.
Strange though it might sound, I think it would be an improvement if the player was forced to pick a permanent team of three or four runners at the beginning. Being allowed to pick all of them sort of stole the thunder from the fantastic interview scene at the beginning.
On the plus side, most of this team... And a few new additions are starting in on another project, taking what we learned here and aiming higher. Couple of us are pulling double duty and evaluation a HK port and being involved in the next project. I spend more hours a week in the ShadowRun editor, than I do at work.... :)
Restarting the scene would re-randomize the mob and eliminate the super squad... Or loading a save that was a floor below. That's something I'll have to take into account in future projects.
Would certainly have loved a more spaced character disposition, and the personal touches of banter here and there that help distinguish npcs (dragonage does this wonderfully). I've stuck with Nebel, Blight and Shiver thinking they'd have been the most amusing but i'm guessing from what little i've heard from them after their initial intro i might just as well have picked the girl scout, preacher and the nice old lady in apartment 2b.
In some ways i found a few of the maps needlessly large which kind of detracted from the atmosphere. Take, for example, U93's downstairs where the incredibly open hall makes it appear like she's a local matinee a handful of friends have come out to support that should have booked a smaller venue. Or the incredibly long stretches of street so that even at max zoom you are staring at your destination without seeing where you actually are. By comparison, Dragonfall's Kreuzbazar still gives that open feel but condensed enough to not have you running for a min (perhaps just arranging everything in a circle would help make it feel less like you're bike courier?).
The matrix combat feels rather odd too. As if difficulty has been upped via simply dropping your chance to hit rather than something meaningful - use of cover, use of programs/esps, opponent composition and tactics. It's just frustrating to either win or lose a battle based solely on the flip of a coin (or those 9 40-50% misses in a row to exposed targets.) Speaking of which, in the very first fight, i guessed the login correctly for the ic as *spolier* 'foley', but was then stumped for more than a few hours as to what the password was (did i get suckered into a red herring with the incredibly easy username but nigh impossible p/w..? probably why it's now burned in my memory.) I've tried redoing the conversation with Max, looking for subtle hints (the Max Galaxy painting i have come to realise is a reference to old content) but to no avail - anyone in the community cracked that nut?
Looking forward to the next project your team produces
Originally, we had intended for more in-depth companions. Time became the major factor in truncating their intractability. In hindsight, maybe not the best of plans. Moving forward, a large portion of this team, as well as a handful of new steam users, have started working on another campaign. Based on a handful of our own writers stories, instead of trying to recreate an existing storyline. That extra breathing room should go a long ways in allowing for better interaction between party members, more creative puzzles and solutions, as well as a few surprises.
Thanks for the comments!
Username: Foley
Password: mariayum
And the Matrix. GOOD GOD, THE MATRIX. PUB.sri felt cozy, and the part where you unlock the freight door via decking to get into the final level? How washed out and dilapidated it was? I made real-life, disgusting mouth-noises of delight. Also, different and varied enemy IC. That was fun.
My one beef plotwise is that Maria is sometimes a competent (and surprisingly tough!) party member, and other times a helpless damsel in distress. The finale is excusable; not much a lone person can do against an Aztechnology hit squad. Idk this isn't much of a complaint tbh, I'd probably have a different experience if I went down a different route.
That was really a design concept for Maria. An actual badass, and a damsel in distress, depending on her personality at the moment. It was a hard thing to portray in this setting... we tried using the different pictures for her personas, to try and distinguish which mood she was in. The whole idea is that she's unreliable, and that's why she needed the full-time protection from your team. Plus as an added DEV bonus, she was there as an auto balancer... she would activate whenever the crew was taking too much damage. Early on, shed rarely activate... but as the balancing shifter towards its current state, it became more likely.
Thanks for the comments!
You can call and talk to her up until that point.
Interviewing the runners at the front got tedious. Is there a way to break this up or spread it out across the front of the module?
The plot was uneven, in flow. I would recommend deviating from the source material to create a smoother experience for the players.
One feature I liked was including passwords on the dialog box if you know them. Perhaps it would be better to simply have a choice line to click (as you did with the Azy's password from his wrist).
There's a lot of reading. Create a book or other means to re-read material/summaries. (The mission log got crowded and didn't have half of the exposition.)
Spread (more) karma throughout the module.
The dragon in the Boss fight was "weak" considering the "modern" power of a dragon (even a strong group of running should have simply been lunch). Explain away this weakness with some combination of:
1) how sick he was, or
2) young he was, or
3) wounded he was.
Please complete this project soon. Then start a new project from scratch. You guys is good.
-Desertcat
Reading through some of the feedback you have already recieved, I think Deathcall pretty much hits the nail on the head.
All in all, I enjoyed this :) I will play this again :)