Shadowrun Returns - Kickstarter Thread

I think it needs polish tbh. The inventory/UI in general poor, and as you say, not explained very well(bought some armour and didn't know how to equip it at first) , hardly anything in the game is interactive(you will never be stuck wondering what to do next!). Also, I find the movement a little restrictive.

It is good though, but a little rough imo. The story is interesting so far, and I really like the combat.

P's. The no manual save thing seems bizarre to me...why not let you F5 when you want to!?


I read on RPS that the Checkpoint-save system was a financial consideration; it was Kickstarted after all and they had to stick to a budget. Save Anywhere was never part of the spec as a way of keeping costs down.

I agree about the lack of interaction in the environment. At times it feels more like a point and click than an RPG. That's my only gripe about it so far. With all your options highlighted you could probably complete the game just by clicking on everything without thought.
 
I read on RPS that the Checkpoint-save system was a financial consideration; it was Kickstarted after all and they had to stick to a budget. Save Anywhere was never part of the spec as a way of keeping costs down.

I agree about the lack of interaction in the environment. At times it feels more like a point and click than an RPG. That's my only gripe about it so far. With all your options highlighted you could probably complete the game just by clicking on everything without thought.

I'm no video games programmer, but I'm pretty sure if you can save in one place, it's not a lot of work to be able to save anywhere. Maybe game design concerns? How do checkpoints work in the level editor? If you can just stick them in anywhere, I would assume there is literally no reason for there not be a save anywhere feature in the game.

Doesn't bother me a whole lot regardless. To be fair, I quite like checkpoint systems as it helps quite a bit in suppressing my save related OCD.

Looking forward to giving this a try over the weekend.
 
The Quote (shamelessly copied & pasted from someone else on RPS) was:

“It was a mix of two things. Added tension where if your hired mercenaries die, you should let them stay dead instead of a quick load key press. Also budget limitations, dumb excuse I know. Restoring AI Behaviors (last round I ran first and applied a buff to A, and I am suspicious of B, and I heard a sound at X) , partially fired events and triggers (ie After 4 guys killed, spawn 4 more guys) would have been error prone and we didn't want to do another delay, nor did we have enough test resources to find all these save game issue.”

Since the solution they went for was to only save at the beginning of a level, where nothing had been trigged/accomplished, this does kind of make sense.
 
Well I played it for about 6 hours last night. So according to RPS article I am roughly 50% through. Very much enjoying it although I did have a couple of niggles crop up.

-Two occasions I could not see the dialogue option for my reply so just had to click on the top blue rectangle and then it would work again.
-The elemental s summoned by shamans are really fiddly to attack with.

I agree the puzzles are very basic at the moment, although I reken modders will easily be able to make the game more challenging and a head scratcher if they want.

I chose to upgrade pistols and to be honest no really seeing any advantage to doing this.

For example my damage output is tiny 6 maximum base damage. I unlocked an ability to hold an extra gun in my weapon slot. Which means I carry one pistol with 12 rounds and one pistol that holds 28 rounds. Both with same damage and distance capability. I then unlocked reload costs 0 AP, Yet I can already fire 40 rounds with having to reload...

Unless there is a badass pistol to pick up late game with double the damage output, I cannot see the point of this.

Haven't found any matrix yet either but I have bought some programs for when I come across one.
 
I'm no video games programmer, but I'm pretty sure if you can save in one place, it's not a lot of work to be able to save anywhere. Maybe game design concerns? How do checkpoints work in the level editor? If you can just stick them in anywhere, I would assume there is literally no reason for there not be a save anywhere feature in the game.

Doesn't bother me a whole lot regardless. To be fair, I quite like checkpoint systems as it helps quite a bit in suppressing my save related OCD.

Looking forward to giving this a try over the weekend.

Having saves only in situations that you control (in a game like this) is far easier than having saves anywhere, from a coding standpoint.

That said, it isn't that hard to create support for that kind of saving. As has been posted, I think they were very ruthless with regards to budgeting time/resources/etc. I think Shadowrun shows how quickly you can get results with a well managed project compared to some of the other kickstarters we see with massive delays/etc.
 
Quite linear so far and a lot of reading involved. Way moreso than the snes/megadrive game. A bit buggy when entering the inventory/stats menu on Windows 7. For the hour I've played it's been 70% reading and 30% doing stuff. I would prefer more free roam and less, disconnected loading areas.
 
I've played about 3 hours so far. It is good, but not great. It is far more linear in terms of story/quests than I thought it would be. I haven't come across many(any?) sidequests yet, and hardly any characters I could even talk to!

I do like the combat, basically a very lite version of X-Com: Enemy Unknown.


I am enjoying it atm.
 
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250mb update:

Fix for issue with final battle occasionally not advancing.
Fix for issue with AI occasionally not using self-buffs and IC Charge.
Version number is listed inside your PDA
Patch 1.0.1

As for earlier updates: if you have any of the UGC from Steam Workshop, those update on occasion. You can see detail of what's updated in "Downloads" section of your Steam Library.
 
I put 10 hours into it yesterday, here is my opinions (if anyone cares :D)

- The writing is absolutley brilliant, the story has me gripped!
- The combat is very fun, if you enjoyed the new X:Com, you will like it.
- Interface is clutter-free, although some say it is just badly ported from tablets, but tbh I like it.

The only two real negatives I can think off at the moment are;

- having to manually move the camera so I can move my people further, would have been nice for the game to automatically do that.
- I keep getting random crashes during load screens (luckily it still saves beyond this point though!)

Looking forward to seeing what the community can come up with.
 
Just finished the first major story arc.

Yes, it's linear, but then so would the original PnP version as the GM is directing the story.
Tactical combat is nice.
The Matrix is a bit lacking so far.
Storyline and scripting are very good imo.

For those worried about putting points in to weapon skills, as you progress through the story, newer and better weapons become available from the vendors.
 
enjoying the story in this so far and it has the feel of an old game without feeling old, it is linear and a lot of text but the writing is good.
 
So I got this on Friday and played it for pretty much the whole weekend. It's really refreshing to find a game with a nice linear story and isn't ridiculously difficult. My only gripes are that Decking combat is a bit boring and some of the missions are quite buggy.

I hope they release some more campaign's for this soon - I haven't completed Dead Man's Switch yet but I don't think I'm too far off finishing it.
 
So I got this on Friday and played it for pretty much the whole weekend. It's really refreshing to find a game with a nice linear story and isn't ridiculously difficult. My only gripes are that Decking combat is a bit boring and some of the missions are quite buggy.

I hope they release some more campaign's for this soon - I haven't completed Dead Man's Switch yet but I don't think I'm too far off finishing it.

There's a Berlin campaign planned from the kick starter funds. I think you'll get tons of great missions on the Steam workshop though. :)
 
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