Shadowrun Returns

Shadowrun Returns

Old Habits Die Hard - Episode 1: Escape
Smaug 8 Aug, 2013 @ 12:55pm
Feedback
That was a great start, I think you're on top of a lot of what you need to make a sweet campaign. I wanted to offer some feedback.

Things I liked:
+ Looping music: I can't tell you how important of a small thing this is, for me at least. I've been in a few mods where the music falls off and the map becomes instantly less appealing. You did a great job with this.
+ Level layouts: Awesome job mixing up indoor scenes w/ concurrent matrix levels.
+ Good, mysterious plot: I think you have the makings of an interesting SR plot here, it could go in any crazy direction.

Things I thought could use a little brushing up:
- Writing: The writing that was there was great, the *spoiler* data hidden in the nodes was interesting and gave a cool look into some corporate intrigue. *end spoiler* I would just like to see MORE of it. People complained that the DMS campaign had too much text and reading, but I think the reading is really what immerses you in this game. I'd like to see more background info, more dialog, more info on who I'm fighting, etc.
- Matrix levels: I love that you're devoting a lot of time to the matrix, I love decking. The only criticism I have is that some of the levels, the turret level in particular, get a little ... sprawly. I think it would be interesting if you could incorporate the gates from the DMS campaign's matrix levels to teleport around, rather than having to run such long distances. I think this gives you a lot of level design opportunities to make cool stuff like IC ambushes as soon as you port into an area. I also think the resistance in the matrix could be beefed up a bit, particularly around the nodes.

Overall, a great job. I can't wait to see the rest of it!
Last edited by Smaug; 8 Aug, 2013 @ 8:47pm
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Showing 1-7 of 7 comments
Zoldan Orlamu 8 Aug, 2013 @ 3:42pm 
I concur with pretty much everything Dredd said. I have only one idea to add.
I played with a 200+ karma decker, so I imported a deck capable of 3 ESP. I like having an attacker and 2 assassin ESPs, but that wasn't an available option here. So my suggestion is to either stock your deck vendor with multiple of each ESP, or make it so they don't 'use up' the ESPs when you purchase them.

Otherwise, great UGM. Probably the best I've seen so far. Looking forward to more.
Last edited by Zoldan Orlamu; 8 Aug, 2013 @ 3:42pm
icemann  [developer] 8 Aug, 2013 @ 4:43pm 
Thank you for all the feedback so far :).

Dredd: Expect a big jump in difficulty in episode 2. The plan is to have some matrix levels that require and entire team of deckers to come along with you. When I think of that, I think big battles. Never saw any of that in the main campaign, so should be interesting to implement.

On music I found it to be the case in a fair few of the modules so far that they either had no music at all, or if they did it didn't loop. And it's so easy to loop the music too. Makes no sense. If I'd had my way I'd have used the matrix music from the Super Nintendo game by the way, if custom music was doable in this game.

In ep 2 I'd like to do branching story arc's based on the choices you make but I'll wait and see how easy or hard that is to implement.

[AKS] El_Ravager: I'm all for freedom of choice in my modules, I hadn't thought of ESP's but I'll add some to the vendor for the next update (few hours time most likely).
icemann  [developer] 8 Aug, 2013 @ 4:46pm 
Oh and much of what you see in this module is me learning how to do things as I go. I hope to get more elaborate as time goes on.
Smaug 8 Aug, 2013 @ 7:30pm 
Sounds great man, looking forward to seeing the rest of it.

I am partial to the Sega Genesis music myself, but I never played the SNES version.
Last edited by Smaug; 8 Aug, 2013 @ 7:31pm
leXie 17 Aug, 2013 @ 7:21pm 
I agree with Dredd, specifically about how spread out everything is in the Matrix, especially in the turret section (I've died in that section twice thus far, because Black ICs are evil and it was entirely impractical to run all the way back to the start node just to refresh my IP and run all the way forth again). There also aren't really any places to take cover during the cyber-firefights.
icemann  [developer] 18 Aug, 2013 @ 12:20pm 
Just don't forget that you always have the option of jacking out. Works anywhere, which as long as your not being attacked in meat space is a quick way out.
maik.decker 23 Aug, 2013 @ 6:40pm 
I played this with a decker that had played "Silver Angel" already, so she started with about 60 Karma and a deck one level above that which chars get in this UGC at the start and had absolutely no problems with the ICE - playing on "hard".
Jacking out is an option when one is done with a system.. once all turrets are taken over and all data nodes are dug through - but until then it takes an awful amout of time to run through that not very crowded level. So yes, please do what Dredd wrote in the first post - add some portals (and some more ICE.. I didn't even had to use ESPs to defeat all those single ICEs spread all over that map).
And, as I already wrote in the main commentary section: an appartement building with a room full of workstations looks a bit weird. As do, for me at least, the gunports right in front of the exit. The building rather looks like a mix of appartement / corporate office building to me.
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