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Will there be vendors in chapter 2? I understand from a worldbuilding perspective you want the player to feel as if they are scavenging for scraps while building their team. From a player perspective though, I want to do something with the nuyen. If you want players to continue to get their gear in mission, then maybe it can be used for bribes (i.e. this guy will leave a door unlocked, allowing a stealth approach; this other guy will do something that delays reinforcements, etc).
Map Design:
The hub-map is big... really big. First time walking around I went as far east as I could go, went around the buildings, and came back out on the north end by the Pad. It's a load of nothing, which I kind of understand, but if you're going to have that much of nothing... I would kind of hope there's some kind of secret I could find or something. I'm sure that the Kreuzbasar was physically bigger, but it was also denser with content in things to interact with or people to talk to. Even after people show up, it's still kind of barren. The Kreuzbasar had Kim, the Winekelar and Lucky Strike, the dancer who you could donate to, plus the charity and the war veteran (I'm ♥♥♥♥♥ at names). Then the HK hub-area (again: ♥♥♥♥♥ with names) had people that came and went on the streets, it had the game of Mojahng(?), and the people you could talk with at the club. Even the Seamstress Union had some people to talk with, at least some of the time, and it makes that location feel like an actual hub, instead of a bunch of vendors/teammates that are spread out across a few acres.
Anyone who's played through the main and bonus campaigns of Hong Kong will recognize at least two of the maps (dev con and the train station) for the mini-quests as almost ripped out of the game. I understand that using pre-made assets helps keep dev time down, but I feel like something more should be done to or with these maps to make them *your's*. Perhaps, instead of a train station with dozens of Knight Errant guys, you could have some vans at a loading dock with a bunch of workers and normal security guys. I would also recommend having at least one moving guard, as having everyone stand still and carefully stare at a cargo-box is uninteresting at best and immersion breaking at worst (no one would stare at nothing for that long, especially not KE). For the Dev-con, perhaps you could keep it as Dev-con, but then I would say you have to change the layout to make it seem less copy-pasted. However, you may also decide to make it more like a Decker-bar or something (most of my Shadowrun knowledge is these games and the terrible 6e starter set) so that it feels less like you're some street scum going into this big-deal place and more like it's on your level.
Loading screens are weird. I assume that it's the resolution which you're taking the screencaps at which is resulting in the giant black bars that take up half the screen when it's loading, and I understand that might be a hardware situation that's hard to solve, but then there's also the presence of things I don't recall seeing in the main campaign screens. In the main campaigns, you don't see the player character, dialogue bubbles, or interaction signs. Maybe you see enemies, but I never recall seeing those things. The solution which I would put forth is, if the background is really just uploading a photo, to take two screen shots: one with your character on the left and one on the right. Don't move the screen, just the character, and you can edit the image sufficiently in MS Paint.
Your dialogue options are good and I like how many options there are dependent on skills or Ettiquetes, but some of the options don't work. When I played this, I had a character with 1 Intelligence, but I was able to pick options (sometimes) that "required" 3 or more Intelligence. This happened with other skill checks as well. At first, I thought this was basically you saying "you can try to do this, but it will only work if you have this much in a skill," which I thought was cool because it meant I could roleplay failure, but that's not what's going on, it seems. In talking with the wayward spirit for Tatai's mission, I found that I could select high int options all day and succeed. Additionally, this is not a consistent problem, as sometimes skill checks are blocked off from selection. I'm not sure what's going on here, especially as I have no experience with the level editor, but it's not conducive to making the game feel right.
One, I couldn't have said it better than Gaunt's Ghost did so I will not repeat it.
Two, How long do you expect the wait for chapter 2 to be?
When you launch the game and you have the option to "launch a campaign" most folks are expecting something more of a definite story line, no just sand box character development that cannot even be completed successfully no ripper doc or vendors of qi spells and equipment available to have a datajack installed so my custom decker/rigger/adept was useless