Shadowrun Returns

Derpa

Trakanon Raider
2,011
665
Well finished with my melee/chi dwarf.

Last mission was pretty simple imo.

Ran it with support dwarf mage, Harlequin and the green elf commando.

I just ran around with 6AP wrecking stuff with the chi-crit attack and let the 2 elves clean up the ghosts.

Have to say the ending totally feels like multiple planned DLC are in the works.

Oh but I did love at the end how I got to beat the shit out of the ork cop.....but still wanted my dwarf to get a piece of cherry bomb or the elf daughter
 

Duppin_sl

shitlord
3,785
3
Wow, FUCK the save system in this game.

Just got killed

two squares away from the exit door in the Universal Brotherhood, by the respawning bug things

There should at least be some intermediate autosaves in a situation like that, so you don't have to replay literally the entire level again.
 

Lusiphur

Peasant
595
47
Wow, FUCK the save system in this game.

Just got killed

two squares away from the exit door in the Universal Brotherhood, by the respawning bug things

There should at least be some intermediate autosaves in a situation like that, so you don't have to replay literally the entire level again.
Hah, first time I did that level ...

I had all my people in the room with the deck points and the bugs were blocking the door. Couldn't get out. Harsh language was used before restarting the level
wink.png
 

Remmy

Lord Nagafen Raider
331
441
Just finished the game for the first time

Ran as a custom Character. By end game body was ~6, Relevant range stats for shotgun and rifle were around 4-5. Shamanic spirit control/summoning was around 4, summon spells were ~6. Decking was at 5. The only cyberware I had was a jack for the deck

This combination made the game extremely easy. The free summons you get generally provide great ap debuffs, as well as disabling crowd control, along with a nice meatshield. Completed 70% of the missions using 3 runners. Spamming haste + the walls was pretty huge.

The AOE heal every other turn from bear totem was amazing. I'm not sure but it seemed to remove SOME debuffs as well.

The decking came in handy, and was fun. Looking forward to more fleshed out advantages in other user content.

Shotguns are the best utility weapon by far. If you run 2-3 in your squad you can run the enemy out of ap pretty easily spamming kneecap shot.

I always had tons of extra money, and only had to use 3 medkits the entire game with this setup.
 

Pancreas

Vyemm Raider
1,137
3,838
Finished it with a custom decker and stats all over the place. Some thoughts.

The dwarf utility mage is pretty damn useful, although keeping him alive was a pain. Seeing a heal land for 1 on a char with next to no HP makes you cry.
Harlequin seemed under powered to me. Maybe I just enjoyed that campaign book too much
wink.png
Heal spells will only heal for the value of the last wound received. So if a character got hit for 30 dmg and then 1 dmg, and you cast heal on them, they will only recover a single hp. Attacks that hit multiple times essentially make the first hits unhealable. The character gets a debuff called wounded that displays what a heal spell will do for them.

Buff Harlequin with strider, aim and haste, then switch his default melee attack to the chi attack that hits multiple times. He will kill things pretty damn quick.

In the last fight, having three people with aegis shotguns is very useful. So yourself, harlequin, and the ghost elf, plus that dwarf support mage makes for a good time.

The spirit bugs attack whatever is closest usually, so I tended to plant my drone or support mage right next to them to soak up the 3 dmg -1ap hit.

Also in the last fight, because of some dialogue options, I thought Jessica might give up partway through the fight, so I held off on killing her. She eventually will run out of bugs, and then will just run from bug pillar to bug pillar as they open up. Of course sitting there killing bugs is not really fun. I wound up just taking her in at the end so she could get arrested, was really tempted to let the bugs eat her though.
 

Raes

Vyemm Raider
3,264
2,720
Guess the game is pretty decent for atabletgame, but I was hoping for more depth and a longer campaign. I mean, these guys got nearly 5 times their kickstarter goal and I just don't see that reflected in the final product. It makes me wonder how much got pocketed and how much is being used as seed money for their "real" project - Golem Arcana.

In my opinion, it wouldn't have taken much to flesh out the game a bit more. Give us some upgrade slots on weapons (smartlink/laser sights etc) More interesting cyberware. Also, don't gate upgrades by % of game completed. Gate them by nuyen. How hard would it have been to add more side missions to the Johnson, lower the cost of hiring runners, raise the cost (a good bit) of weapon/armor upgrades, lower the karma rewards a good bit. It just felt like this was a short sample campaign for the editor I bought. And don't get me started on the retarded gaminess of the mechanics of the final mission, ugh. Also, was hoping the matrix was gonna be more like the Sega version.

I'm probably going to make my own campaign, cause I love the setting, and the editor seems decent, just wish the gameplay wasn't so shallow. But, in all honesty, I think reading the original SR sourcebook back in the day was more interesting and exciting than this game, which makes me sad.
 
558
0
In my opinion, it wouldn't have taken much to flesh out the game a bit more. Give us some upgrade slots on weapons (smartlink/laser sights etc) More interesting cyberware. Also, don't gate upgrades by % of game completed. Gate them by nuyen. How hard would it have been to add more side missions to the Johnson, lower the cost of hiring runners, raise the cost (a good bit) of weapon/armor upgrades, lower the karma rewards a good bit. It just felt like this was a short sample campaign for the editor I bought. And don't get me started on the retarded gaminess of the mechanics of the final mission, ugh. Also, was hoping the matrix was gonna be more like the Sega version.

I'm probably going to make my own campaign, cause I love the setting, and the editor seems decent, just wish the gameplay wasn't so shallow. But, in all honesty, I think reading the original SR sourcebook back in the day was more interesting and exciting than this game, which makes me sad.
Just finished the game.

Yeah i wish there was more than one item we could wear. Lets cross our fingers that they hear peoples criticism and add some more stuff on top. Thought game was more of a tutorial on what can be done with the game than a game, even though i liked the story.
Ghouls
were barely used, as if they were put in as an asset for the GMs.

I like the base game, sorta like x-com, so its something they could build on. Theres some potential there, i love the riggers bots, the way they can
move around in vents
could totally see a decker/rigger hybrid toon with a decker bot doing missions this way. Lots of fun you could have with well designed maps and things riggers can do.
 

Pancreas

Vyemm Raider
1,137
3,838
I agree that the game is a bit of a let down at this point. It doesn't really feel very fleshed out. It kinda feels like a demo for a much bigger game. Tons of different facets and aspects and hardly any of them really get utilized. If they keep producing more campaigns, and don't charge very much for them... it may turn out all right. But right now, I don't really feel satisfied with it.

I would like to see levels with lots of multiple paths for each challenge.

Got a door that wont open? You could use an orc or troll with high strength to tear it off it's hinges, use a decker to hack a terminal, use a rigger to send a drone through the vents into the control booth to press a button, or purchase some high explosives from a crazy dwarf selling black market arms in the alleyway down the street.

Just felt like the levels were pretty sanitized and didn't really reward the player for developing any of their skills.
 

Lusiphur

Peasant
595
47
Seems to be a bit of missing the point going on. They never made a secret of the fact they were developing a toolset first and foremost and that the first campaign was merely to showcase the toolset.
If the DLC campaigns suck then get the torches and pitchforks out, sure. Let's see what people can come up with given time to work with the tools.
 

Gavinmad

Mr. Poopybutthole
44,420
53,867
Right but the bottom line is, most people don't care about the toolset, so they're justifiably upset at getting such a lame campaign, with the promise of player generated content at some unknown point in the future, as well as DLC that you'll probably have to pay extra for.
 

Pancreas

Vyemm Raider
1,137
3,838
Except I didn't buy a toolset with a game tacked on. If that is how it had been advertised and sold, fine. This was touted as a game first. There are plenty of games that leave room for UCC, but also deliver a fleshed out experience. There was tons of potential within the deadman switch campaign itself that was not capitalized on. It's just really really weak from a gameplay standpoint. No matter what they do afterwards, they missed an opportunity there.
 

Lusiphur

Peasant
595
47
Right but the bottom line is, most people don't care about the toolset, so they're justifiably upset at getting such a lame campaign, with the promise of player generated content at some unknown point in the future, as well as DLC that you'll probably have to pay extra for.
So people should be 'justifiably' upset at misleading themselves over what they are buying? Do you read what you type before you hit 'send'? I really think you should.
 

Gavinmad

Mr. Poopybutthole
44,420
53,867
So people should be 'justifiably' upset at misleading themselves over what they are buying? Do you read what you type before you hit 'send'? I really think you should.
Steam Workshop


With the Shadowrun Returns Editor, everyone is empowered to create and share their own stories and campaigns with the Steam Workshop community. You can even explore the entire Shadowrun Returns Seattle campaign in the Editor directly - see how it was built and borrow as much as you need to jump-start your own creations! No advanced coding or art skills are required to create content using the SRR Editor.
About the Game
MAN MEETS MAGIC & MACHINE. The year is 2054. Magic has returned to the world, awakening powerful creatures of myth and legend. Technology merges with flesh and consciousness. Elves, trolls, orks and dwarves walk among us, while ruthless corporations bleed the world dry. You are a shadowrunner - a mercenary living on the fringes of society, in the shadows of massive corporate arcologies, surviving day-by-day on skill and instinct alone. When the powerful or the desperate need a job done, you get it done... by any means necessary.

In the urban sprawl of the Seattle metroplex, the search for a mysterious killer sets you on a trail that leads from the darkest slums to the city's most powerful megacorps. You will need to tread carefully, enlist the aid of other runners, and master powerful forces of technology and magic in order to emerge from the shadows of Seattle unscathed.

The unique cyberpunk-meets-fantasy world of Shadowrun has gained a huge cult following since its creation nearly 25 years ago. Now, creator Jordan Weisman returns to the world of Shadowrun, modernizing this classic game setting as a single player, turn-based tactical RPG.
Key Features
Gripping Tactical Combat: When you're running the shadows, every turn matters. Choose your actions wisely - move to better cover, charge into melee, or lob a fireball into a crowd of enemies. With the variety of weapons and spells at your disposal, every turn is filled with meaningful choices. A successful run requires commanding a team of runners with the right balance of combat, tech, and magical abilities.
Skill-Based Character Progression: Choose a starting character archetype and build from there! Street Samurai and Physical Adepts use advanced combat skills to dominate the battlefield, Shamans and Mages summon powerful allies and cast deadly spells, while Riggers and Deckers provide critical technological support, projecting their consciousness directly into drones and computer systems. Shadowrun Returns' classless skill system allows you to grow your character in any direction you choose. Want to start summoning spirits as an ork Shaman and evolve into a cybered-up weapon specialist? Do it!
Engaging 2D/3D Art Style: Shadowrun Returns mixes dynamic 3D characters and lighting with a vibrant, hand-painted environment. Illustrated character portraits bring every conversation to life. Explore a world filled with detail, from the slums of the Redmond Barrens to the extravagant offices of powerful corporations.
So let's see. Tiny little blurb about the editor, large explanation about the riveting and complex gameplay. Tell me again who is misleading whom here?
 
2,122
3
He does have a point. I wouldn't recommend this game to anyone who wasn't a Shadowrun fan based on the strength of the release campaign. The game play was rather weak and they didn't make full use of their world builder it seems like. I personally enjoyed it and don't regret the purchase because I am a huge Shadowrun fan and I think the characters, character building system, and the atmosphere are genuine Shadowrun goodness. I would probably recommend the game to non hardcore shadowrun fans Once they patch some of the bugs and get a couple of their DLC campaigns out that put better use of the engine on display (hopefully for like 2-5 bucks a pop) and we get some quality user content to download.
 
558
0
One thing positive that crossed my mind, is that i just thought about jumping right into the game and playing it again with another toon, then decided against it because i didnt wanna burn myself out. If i compare that with X-com, thats a step up because i didnt even finish that game once. I guess the tactical part of the game and not the clusterfuck of a base building appealed to me.

I agree that quote is a bit hypey, theres not that many choices say... with a support mage at every turn. Should i armor this guy? Or this guy?

Same with a samurai... should i use my highest damage weapon, or this secondary, lower damage weapon? I think ill go with the higher dmg one. That or some grenades...

There is some tactical choices but they thinned the sauce a bit with "at every turn"

Just hope that at least the devs understand this game could be potentially more complex and help motivated people who want to overhaul it do what they want to do, with great mod support
 
2,122
3
Oh just looking over what they did with the campaign, and what the editor can do with just some dicking around the game has massive potential. At least as good as the original NwN tool set if not more. I love the game, and love even more what it can become. I just don't think non modders or specifically non to minor shadowrun fans will be happy with the current product.
 

Duppin_sl

shitlord
3,785
3
It's important to remember that this was only $20. Even with the campaign being a bit underwhelming, I don't feel like I've been ripped off.

Now if it was a $60 retail game, I'd feel differently.
 

Sean_sl

shitlord
4,735
12
It's important to remember that this was only $20. Even with the campaign being a bit underwhelming, I don't feel like I've been ripped off.

Now if it was a $60 retail game, I'd feel differently.
Yeah, this is a perfectly good $20 game with a lot of potential for future content. Hell, it wasn't even $20 for a lot of people as I assume a lot of people just put in for the initial $15 on Kickstarter. It's a hell of a $15 game.

A lot of bitching sounds like it's coming from a $60 retail game perspective and people should dial back their expectations a bit.
 

fanaskin

Well known agitator
<Silver Donator>
56,261
139,857
the value of the game will grow over time as free content is released
 

Budos

Golden Knight of the Realm
593
10
If you didn't like the main campaign there is a UC campaign that's just as long alredy out and will be 100+ hours when its done.