Jason Liang
Arcane
Yes. it's how Nintendo sold Pokemon to your entire OCD-afflicted generation.
If you played and beat a Pokemon video game, you have OCD.
If you played a Pokemon video game but did not beat it, you have OCD AND ADD.
Yes. it's how Nintendo sold Pokemon to your entire OCD-afflicted generation.
If you played and beat a Pokemon video game, you have OCD.
If you played a Pokemon video game but did not beat it, you have OCD AND ADD.
Of course you didn't. You had them trapped in tiny balls you slave driver.
Yes. it's how Nintendo sold Pokemon to your entire OCD-afflicted generation.
If you played and beat a Pokemon video game, you have OCD.
If you played a Pokemon video game but did not beat it, you have OCD AND ADD.
I never even touched Pokemon.
In my opinion, the game doesn't need to be modded or juked through a different engine. I played all three vanilla and they were fine.I'm about to start my first playthrough of Shadowrun: DMS (I'm completely new to the Shadowrun universe). Are there recommended mods?
I hear you can run the DMS campaign in Shadowun: Dragonfall, is there any point to it?
As for the amount of writing in Hong Kong compared to Dragonfall, I'm not sure that Hong Kong being rushed is the right way to explain it. You should remember that Dragonfall was a DLC, something to be made on the fumes of DMS' budget. Hong Kong was a separately Kickstarted game, a full-scale premium experience. They just weren't looking to be modest.
http://www.mobygames.com/game/windows/shadowrun-hong-kong/creditst's worth looking at what happened with each game. SRR was pretty successful (IIRC, it was the top seller on Steam for a few days), and Dragonfall (well, Berlin) was always planned, starting production right after SRR came out. It's likely that a lot of people were still onboard from SRR, and they were using the same engine (the original Dragonfall was a module for SRR). It's also worth noting that Dragonfall was a game where the scope was iteratively increased - originally it was going to be a fairly short add on campaign, then in response to the wishes of fans (and probably the extra money from SRR sales) it was greatly expanded at the beginning of production. And then the Director's Cut expanded the scope again.
On the other hand, the KS for SRHK was ~4 months after Dragonfall: Directors Cut; it's likely a lot of the team was gone by then (if you look at HBS job offers, they're usually just for a few months until the game is released).
People who have worked on this game have also collaborated on the creation of the following games:
Shadowrun Returns, a group of 45 people
Shadowrun: Dragonfall, a group of 42 people
Shadowrun: Dragonfall - Director's Cut, a group of 37 people
Duncan is so very dull. Raymond is a non-entity that may as well be a McGuffin for everyone to fawn over. This part of the story is one of the weakest aspects of HK in general.
I don't know, man. Your history with Raymond emerges in early conversations, is forged in part by choices you yourself make in dialogue, further cementing your investment, and then you watch a video tape of him being threatened and kidnapped by a scary guy in a mask. What exactly do you require in a McGuffin to make you "buy into" it?Raymond is a glorified carrot-on-a-stick who means nothing to us as players.
Unfortunate you feel that way, but abstract reference is a perfectly good way to build up a plot point. One of my favorite novels centers around a character who turns out to have been dead before page 1. Yes, there are many RPGs that do what Dragonfall did, starting you off with the McGuffin at center stage and then taking it away from you, but not all stories have to be like that. Come to think of it, HK's opening was a nice inversion of Dragonfall's in this way.We don't see him, we don't interact with him, most of the things we do aren't connected to him at all, etc. We simply don't have a reason to care.
Duncan is disgrace to goblinoids.You might not be able to care about Raymond directly, but you are shown enough to care about him by proxy through Duncan. He's an element of your relationship with Duncan.
Of course, if you didn't care for Duncan, then... you're a bad person.
Actually, I feel like Monica was more of a success in that department. In Dragonfall the PC goes through an arc that actually makes sense within the plot. You don't become the party psychiatrist and big hero for no reason other than you're trying to fill Monica's shoes.Shadowrun: Hong Kong doesn't get enough credit for its execution of a character-driven narrative. As a whole, the narrative is from perfect - the story beats of the main plot are delivered in the most uninteresting way. But IMO it excels in using your companions and other characters in that plot in a way that shamefully few other RPGs do. In retrospect, Dragonfall's attempt to tie the companions to your character's story via Monika feels like a hamfisted first attempt at doing what Hong Kong succeeded at with Duncan, Raymond, etc.
http://www.mobygames.com/game/windows/shadowrun-hong-kong/credits
People who have worked on this game have also collaborated on the creation of the following games:
Shadowrun Returns, a group of 45 people
Shadowrun: Dragonfall, a group of 42 people
Shadowrun: Dragonfall - Director's Cut, a group of 37 people
I didn't "instantly dislike a major NPC", who are you even talking about? Duncan? I didn't "instantly dislike him", he got progressively more boring and one-dimensional. Raymond is simply a McGuffin, nothing more. What you are describing can be done if the characters bond over their experience with the McGuffin and struggle together, changing each other in the process, HK has none of that, the only one who cares about Raymond is Duncan and he's dull.
even chastises you if you do something stupid