Anyone wanna discuss Shadowrun: Dragonfall?
Anyone wanna discuss Shadowrun: Dragonfall?
I replayed it recently, wasn't really impressed by it, the battles became more and more tedious as I progressed in the story and the RPG elements are extremely basic. It is okay if you like the setting or want to play a turn based game but I wouldn't bother otherwise
The setting is more engaging than the game itself. You're better off reading the source material and skipping playing the games
I liked how open and non-linear the second half of the game was, I absolutely love the setting an aesthetics
Gameplay and the engine fucking unity are both bad
Which books are good? I read Never Deal with a Dragon recently and it was some highschool grade prose with mary sue main character and barely any glimpses of the world and cringeworthy weeabooism
It's ok.
Just read the roleplaying sourcebooks, there's a great abundance of them. Start with all the fluff in the main rulebook, then just pick a topic you're interested in and read the corresponding sourcebook.
The story's pretty cool and I really liked the characters, the turn based combat ain't that tedious if you're not bad at it and later encounters can be cleared rather easily if you know what you're doing. I wouldn't say the RPG elements are all that basics, but they're not Fallout 1 as well though I think it works in the context of the game and that it gives you choices that have consequences and aren't just a or b type of ones, also gives you several ways to approach your missions.
I found Dragonfall to be quite engaging and loved the shit out of it, so I'd disagree.
Schattenjäger und Schattenläufer by Markus Heitz.
It's two books encompassing 6 stories; clocking in at over 2000 pages total.
Don't know that they were ever translated to English at any point though. They only translated his Dwarves related stories for all I know.
What's there to discuss?
HK >>>> DF
That is the thing, the combat is not difficult if you use the characters accordingly, it just boring, for example I could clear the reinforcements in the Apex fight in one turn, yet it had to be done for 10 turns. It was simply not fun or challenging. I haven't really noticed any major differences in the plot, except for the final 3 missions, but I could be wrong, I only played the game twice.
Gameplaywise? HK, not two ways about it.
Storywise? They're pretty even, both have some great moments
Missionwise? HK, the sheer diversity compared to the previous games is a huge improvement, add to that a ton of interactions for your characters
Companionwise? Except for gobletwho is a low effort waifubait let's be honest here racter and the ghoul samurai dragonfall is ten times better
That looks good, sadly I don't speak german
Not really what I wanted but sure, that's some start
Genocide the (((dragons)))
I didn't find it boring and liked it, but then again I'm not really the type who cares about combat in RPG games.
Best companion and also the most useful one. Really liked her development and that mission you did with her felt personal and was all the better for it.
>Except for goblet who is a low effort waifubait let's be honest here racter and the ghoul samurai dragonfall is ten times better
Only if you consider Glory alone ten times better than these three, well maybe Eiger too, she wasn't too bad.
congrats on fucking up the entire plane man.
I wouldn't put it that way. Changes to the matrix in HK are a mixed bag. The overall story in HK is rather dull, while DF is more personal and tight. Walls of text that HK hub NPCs give you are terrible, not that the NPCs themselves are bad, it's just a bad narrative design overall.
I liked HK a lot, and there are definitely some improvements in HK over DF, but I wouldn't say that the one is automatically superior to the other
What the other user said, you'd only make things even worse since there are bigger terrors lurking in the astral planes.
Can we all agree that he was right? Nothing he did was wrong and the only reason it is the bad ending is because some piss ant lizard couldn't kill himself.
He was uninformed about dragons being integral to world's survival. Otherwise, I'd support him.
Last game before they started to hire tranny devs and start their nosedive.
They wont ever make a game as good again.
But he wasn't right, didn't you talk to the girl in the magic shop right near the Turk's cafe?
>this hacker you barely knew before she got her brain fried like a dumbass was supposedly really cool because that's what all the people on the Kreuzsbazar have been telling you, also there's dragons and rogue AI's
>your stepfather - with whom you have shitloads of memories and so does Duncan since he grew up with you - got his ass kidnapped (or killed), you got SIN'd as a bonus and Duncan got his life-long partner (who he may have been in love with) killed
How the fuck is DF more personal than HK, lmao.
I hated how shallow getting Eiger to trust you by dialogues was, not that I could do it any better I just couldn't believe it was that simple
Yeah, on one hand not having to constantly fight and switch turns is a great thing, on the other lag on character movement makes the sneaking really infuriating at times
>started to hire tranny devs
I thought it was their core that came out as cock-amputees, not the new hires.
I thought that one dragon just had to do the ritual thing then everything would be normal? How are they integral to the worlds survival if that was the only event that would matter?
The horrors will come no matter what. The only thing that changed with the dragons being dead is that one guy killing himself to stop the speed up of the horrors.
>Nothing he did was wrong
You can literally prove him wrong, and he agrees
Dude, Shadowrun games are plenty lefty, I doubt you ever played them if you didn't notice that
Also Battletech is great
fuck this bitch
Apex 4 lyf scaley bitches
Eiger didn't trust you that easily though, you gradually earned her trust as you did more and more runs.
>hacker you barely knew
Not true, though
>Also Battletech is great
At launch it was a cast iron bastard because it was so poorly coded. Have they patched it to not be so insanely resource intensive or did they just claim that optimisation is just gamers crying over nothing?
I played both DF and HK and never noticed anything overly lefty. I remember someone posted a screenshot about the MC saying that they killed some racists which in the context of the mission, and the fact that they pretty much open up on you without warning, made perfect sense.
The genre is inherently lefty, that doesn't mean you have to fully embrace the madness
Monica's established really well in the opening few lines, so's the rest of the team, so it's not like she got capped out of the blue and you suddenly had to care for her.
Also
actually you can just convince him that he may not be right, or that the virus may go out of control, or that something else might happen in the far future. He isn't wrong, you just make him doubt his plan.
They tell you that the MC and Monica go way back but it's not like that for the player, meanwhile you get to stay with Duncan through the entirety of Hong Kong and you both slowly uncover various memories connected to Raymond. It's absolutely more personal, as if having to deal with a demi-god invading your dreams and being fucked over by the law wasn't enough.
Plus, I'm not gonna like that I found everyone jerking off to Monika rather annoying after a while. Before you crucify me though, I pretty much enjoyed both games equally.
I think you can also go through with his plan after he bites the bullet, which confuses your party
Nope, harebrained can't into optimalisation
>He isn't wrong
But he is.since there are things worse than dragons out there and wiping them out would likely make things even worse for the world.
You get to know your team in Dragonfall as you go along as well and makes the whole story a more personal experience. I'm still playing through Hong Kong so I won't compare the two, but Dragonfall definitely was a personal experience.
read
>but Dragonfall definitely was a personal experience
Not saying it wasn't, I'm just saying HK felt a bit more personal. Running for a sassy triad boss just vibes better with me, I guess.
Finally caught up to it years after release and it was fine, obviously made on a budget/by an inexperienced team, so you get a lot of blabbing and not that much meaningful RPG dialogue, not a lot of stat checks and limited combat.
In the end i enjoyed it mostly for the setting. Hong Kong made some great improvements to it, but the core is flawed, so it's also not that impressive of a game.
>I thought that one dragon just had to do the ritual thing
What? He makes a virus that kills all dragons and it turns out the dragons kept the apocalypse at bay
Isn't one of the major background things in all of Shadowrun that the entire world is slowly getting closer to being consumed by other dimensions?
Understandable.
Yeah but the one dragon that gets shot died on purpose to stop some blood magic ritual that would cause the horrors to arrive early.
IIRC there is an editor in Shadowrun games.
Are there any worthwhile modules made for it?
I just started playing Hong Kong and I almost ejaculated when I found out there's a "start combat" button. This time around I'm a troll adept so it doesn't matter insanely much but holy fuck if getting into combat as a squishy mage in DF wasn't the worst. The blood mages come to mind
Does Kindly Cheng stay a bitchy triad boss throughout? I guess I'm spoiled by Paul Amsel but I really wanted a fixer who cares about my dudes
Mercurial is decent, as long as you do the missions on the list from the top and work down.
That's pretty much what every fan of the game says - the writing has great potential and feels good to go through but the gameplay side of things and designing your own unique character feels lacking. I'm in the camp that truly believes that if they kept the writing and somehow tried expanding the game, making it a bit more open, non-linear and better responding to player input - it would legit become one of the biggest classics of the genre.
>extremely linear and virtually no room for exploration
>inventory/resource management is non-existent: companions get new items spawned in their inventory for free between missions
>virtually no interaction with the world: you can't even attack npcs
>bioware-tier writing, with a railroaded plot and companions dryly expositing their predictably sappy backstories in between missions
>butchers the shadowrun ruleset/mechanics in favour of mmo-esque mechanics, everything is on a fucking cooldown
>baby's first turn-based combat where enemies are artificially gimped and pose no threat (e.g. the enemy can only attack ONCE per turn, whereas there is no restriction on how many times your own characters can attack per turn)
>atrocious mobile/ipad interface
It's garbage. I suspect the only reason people like it is because it was their first exposure to the cRPG style of games.
They can't into implementing games at all. They barely manage to make something functional.
I fucking wish these games looked like Satellite Reign.
She starts out as a bitch but if you're loyal to her she'll be loyal to you. She's probably one of my favorite characters in the series, right next to Racter, Gobbet and Duncan.
She quickly fades into a state of complete irrelevance, the game reminds you that she exists two or three times and that's it for her at lest until the final act
>I guess I'm spoiled by Paul Amsel but I really wanted a fixer who cares about my dudes
Yeah, don't expect much there.
The point isn't loyalty. But I guess you implicitly answered the question if "she's loyal" is the only good thing you can say about her
Oh well
RIP
yeah, having your action have consequences would've been nice.
Hell, they could've leaned hard into the "home block" thing they had going, helping the people would make things better, and making choices during mission would affect people living there, this way you'd get the personal connection anons mentioned earlier, while getting another motivation other that that dead girl from the prologue.
Completely agreed
Imagined Blitz as an Italian, made his dialogue hilarious.
Well, I can also say I like her character, design, cutthroat attitude, the way she sarcastically shits all over your runners, how she's based in a mahjong parlor (which is just a nice bonus) and how you help her rise through the triad ranks through the game. She's even ugly but her portrait and visual design makes sense without it seeming like some retarded SJW pushing an agenda - she's just aged and looking Chinese. Ultimately she helps you get out of a shitty situation and expects pay for it, nothing wrong with that. I'm sure I'm forgetting a couple things since it's been a while since I replayed, too.
If you ask me, there should've been more triad shit to do and more interactions with her in Heoi, I love such things. It's like the bitch was designed specifically for me.
bit of a difference between one dragon taking an early out to stop blood magic shenanigans and a all the dragons taking stage left exits. though I don't know the lore and how the magic cycles work.
If you prove you're not a drooling retard she'll graduate from 'just a bitch' to 'tsundere'
It is a nice low-investment cRPG though. If you're a stoner or whatever, I'd recommend it for nights you get too far gone "on accident."
But yeah the whole thing screams mobile game, so maybe it'd also be good for a car ride or train ride or something. Lots of wasted potential.
DUDE
WEED
>the whole thing screams mobile game, so maybe it'd also be good for a car ride or train ride or something
That's absolutely fucktarded. Just because the interface looks like a mobile game, it's a mobile game?
That's like saying Arklaash Legacy is a MOBA because the interface makes it look like LoL
>That's absolutely fucktarded. Just because the interface looks like a mobile game, it's a mobile game?
It's not just the interface, it's also the gameplay mechanics. E.g. the fact that you it's a party-based RPG without a proper inventory system is utterly absurd. The shallow turn-based combat where enemies are never allowed to attack more than once per turn, whereas there are no restrictions on how many times your units can act.
>never allowed to attack more than once per turn,
enemy summons can attack multiple times
>The shallow turn-based combat where enemies are never allowed to attack more than once per turn
I think this one's bullshit, there were some enemies who could attack more than once I think. Plus you start the game with a small amount of AP and only get more as the plot progresses, and there's always a higher number of enemies than you.
That one mission in the DLC where you had to keep /tg/'s OC donut steal character alive still gives me nightmares.
>enemy summons can attack multiple times
Which is a rather obvious oversight, since no other enemy can do the same. I suspect they coded the summons as 'neutral' or something and therefore forgot to add in the restriction on being able to attack more than once.
>Plus you start the game with a small amount of AP and only get more as the plot progresses
You start with 2 AP and later get 3 Ap, which means you can attack twice and eventually three times as much as the enemy. That's an absurd advantage.
There are also AP buffs that let you attack even more often.
Not much of a buff when you're paired up against 7-8 enemies, especially when you're fighting Knights.
>since no other enemy can do the same
user enemies can shoot twice and or cast then attack if they didn't spend their AP on movement.
>E.g. the fact that you it's a party-based RPG without a proper inventory system is utterly absurd.
The games' implementation works, though. It would be impossible to balance the campaigns if you had full control over your party members' inventories.
tfw no troll gf with huge tusks
>tfw no troll gf with huge thighs
>tfw no troll gf with huge rack
>tfw no troll gf with huge eyes
we will never climb that mountain bros
>user enemies can shoot twice and or cast then attack if they didn't spend their AP on movement.
I can't remember a single instance in which they did. Enemies can do something like use a buff + attack, but I've never seen them attack twice. This is taken to the point of absurdity: I've had enemies who attacked me and then, instead of attacking me again, moved out of cover because they could only perform a movement action and since they were in cover, they had to move out, even though it would made them a sitting duck for your attacks.
>The games' implementation works, though. It would be impossible to balance the campaigns if you had full control over your party members' inventories.
What do you mean, it would be impossible? Literally every RPG ever made gives you control over your party members inventories.
And are you implying the game is well-balanced? Because getting access to all those free items every mission makes the game a complete joke, since you can use all those fetish summons, buff items and other free consumable goodies to coast your way through all the encounters.