I love conflict and people questioning my decisions and person, even in real life, so more of that, please.
Keep presenting your opinions as facts and you'll be assured a steady diet!
But that is what most of us do anyway which is why this is a fun forum. That and the fact that I can call all of you fucking raging faggots without fear of some mod on a power trip wanting to perma ban my (literally) fat ass.
This game was awesome and everyone who didn't like it is a faggot
I can think plenty of reasons for not liking these games.
Combat, while a huge step up from its predecesors, is still repetitive as fuck. You always end up doing the fucking same thanks to the retarded character system and the inane cooldowns.
Hong kong has too many words, most of that shit doesnt even matter either, they should have kept shit brief and given us more interactions instead of making the ones we got so verbose.
The lack of content is a blessing and a curse. A curse because you want more shadowrun, a blessing because its about as much as you can take from the gameplay before it gets stale as fuck and you start dreading another encounter.
There is no real player agency. While i get this isnt that sort of game they could have given you a bit more control over your team. Maybe it should have been you going out there and getting these missions instead of them being handed to you by some prick.
Dragonfall and hong kong are overrall the best shadowrun games outthere, but they are still not good enough. This is one of the reasons im glad HB left the IP resting for a while. When they come back to it, and they will. Theyll have new technology and more experience under their belt and the games they will make will surely be better. (Inb4 :fabulously optimistic: ratings).
I forgot to comment on this earlier so I will do it now. My gripes with the SRR game franchise are far more wide reaching and unviersal.
First and foremost is the fact that they are not very faithful to the P&P variant. The biggest affront for me as an avid mage/shaman/adept player comes in the forms of CDs on spells instead of a proper drain mechanic which is not that difficult if they would have just assigned a drain variable for each spell and let Willpower and spellcasting reduce it. This would also force mages to use mundane methods alongside their magic.
Then of course the idiocy of not making traditions exclusive which ties in with mages not being able to properly summon their elementals which again would not have been difficult. Seeing people recommending shamanistic spirit summoning and equipping adept abilities make me cringe to no end. This could have been easily by avoided by simply making these skills exclusive once you spend the very first point into it.
To add insult to injury your spells behave like mere equipment. It should not have been a big problem to have base versions of spells and then upgrade them instead of just replacing them. It really feels weird, outright wrong in fact, to sell your old and useless spells and even that would not have been faithful to the P&P version but still better than this.
To top it all off you are restricted to 6 spell slots and a "weapon" spell. All if my beginner characters in P&P had more than that and easily twice to triple amount if they managed to survive for a while.
On top of all of that no astral space or real aura reading outside of a bit of mostly flavor texts in dialogue.
Tied in with the limited spell slots of 6 is also the fact that the inventory is idiotically restrictive as well. It has 6 slots only and treats all items equally big. You can tell me what you want but you should have been able to carry dozens of combat drugs with you without much of a fuss. They weight almost nothing and take very little space. At the very least they could have made drugs stackable and small consumables stackable.
Oh and since we are with drugs, no real long term negative consequences for abusing combat meds aka addictions.
The inventory restrictions naturally lead to the lack of an ammo system. It should have been a real concern to run out of ammo during a run and properly stocking up or being able to scavenge corpses or scour for ammo at the risk of more combat would have made things more interesting but alas this is not so here.
On top of that no repercussions if you run around with heavy ordnance and no hidden weapons or the like nor a proper noise system going alongside for stealthy approaches.
There is also no sense of time whatsoever in the game nor a day/night cycle nor any real weather cycle or changes.
On top of that no betrayal or real conflicts in the teams, all are mostly just a happy family. At most they might show disapproval through a comment but there are no consequences whatsoever. Even BG 1+2 handled that better.
Matrix is befuddling. They had good system they could have more or less copied or be inspired from by the old Genesis system which handled the matrix well. Instead it worked almost exactly like meat space in the first two games and a slightly improved though somewhat annoying system in HK.
Rigging is also severely limited to be alternative summoners in competition to shamans due to the fact that there are no vehicles or vehicle systems in the game one way or the other.
There also some minor things like not being able to crouch and lay down like in Jagged Alliance for example or being able to use at least some altitude to your advantage during the game.
Also flanking is far too easy in this game.