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> The Shadowrun FPS, Again.
lorechaser
post Feb 27 2007, 04:50 PM
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http://xbox360.gamespy.com/xbox-360/shadow...n/767656p1.html

A new preview of the game. The art is apparently very much improved now, and the game still sounds good to me (I know, I'm the minority).

But a couple lines that I found very interesting:


Mitch went on to address criticisms about the choice of genre for the game. "Shadowrun started as a pen and paper RPG. I was a big fan, I even wrote [for Shadowrun]. What most people don't realize was that it was also a boardgame, a collectible card game, even an action figure game. Not much story or RPG there. Now it's an FPS. It's like, 'What's the big deal?'"



Elves have a large magic gauge and incredible speed but are paper-thin. Dwarves can drain magic power from other players and objects, but are more limited in their abilities. Trolls have a unique defense ability and super-strength, but are as slow as molasses and deficient in magic. Finally, humans are the typical well-balanced type that doesn't really have any noteworthy strengths or weaknesses. A player can also augment their character (and perhaps make up for deficiencies innate to their class) through purchasable spells and tech upgrades. However, when you install tech on your character, it leaves you with less room for magic power, and vice-versa.
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Fragmintz
post Feb 27 2007, 05:38 PM
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Lore - I am with you in support of the FPS. I will admit that I am a new SR PnP player, but I also love FPS action. To me, I see it as a blend of two great things - kind of like taking oreos and putting them in ice cream. In any case, I can't wait for the game to come out and can see myself playing this one a lot.
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Crakkerjakk
post Feb 27 2007, 06:07 PM
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I don't have a problem with FPS games, per se. I have a problem with using Shadowrun as a source when all the huge amount of background material is going to be used for is as justification for the one or two slight tweaks they're implementing from unreal/doom/farcry/etc.

As to the, "Shadowrun hasn't always been a PRG" argument, see that thing, waving in the breeze up there? That's the bullshit flag. While the statement may be technically true, the "big deal" is that for a lot of folks, this will be the first time they encounter shadowrun, and it would be nice if they got more of an idea of what the game is actually like, as opposed to a shooter that will probably be popular for maybe 6 months, tops.

It's great that the game inspired Fragmintz to come check out the game and Dumpshock, and as much as I would love for his experience to be the rule, I have a sneaking suspicion that it will be the exception instead.
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James McMurray
post Feb 27 2007, 06:14 PM
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I wonder how many people play their PnP games like shooters.
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Kagetenshi
post Feb 27 2007, 06:25 PM
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Not many—the lag is atrocious, and clipping can be a big problem on some servers.

~J
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Herald of Verjig...
post Feb 27 2007, 07:19 PM
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QUOTE (Crakkerjakk)
As to the, "Shadowrun hasn't always been a PRG" argument,

That's not what he said. The argument was "Shadowrun hasn't only been a RPG"
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nezumi
post Feb 27 2007, 08:27 PM
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Regardless, the statement is almost irrelevant. If you visit the Shadowrun forums, very few people are complaining that the game isn't an RPG. Overall, the single most common complaint is that it simply isn't Shadowrun. In Shadowrun, elves don't regenerate, dwarves don't 'eat' magic, cyberware uses essence whether it's turned on or off, and the 'resurrection' spell is restricted to Karl Kombatmage.

Should you want to argue that the game should be an RPG, the initial statement still doesn't stand. Yes, Shadowrun has been a card game, a collectibles game and a tactical table game. However, of all those games, which continues selling almost twenty years later? It seems to me that if you're trying to successfully use a franchise, it would be in your best interest to use what made the franchise succeed and, if possible, avoid the avenues in which the franchise failed. Just a thought...
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2bit
post Feb 27 2007, 08:52 PM
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still no dwarf screenies... :(
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PBTHHHHT
post Feb 27 2007, 09:06 PM
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QUOTE (nezumi)
and the 'resurrection' spell is restricted to Karl Kombatmage.

Maybe it's not resurrection but a treat spell and they're sustaining and bringing the character back from unconciousness... yeah... that's what I hope they actually mean. The other stuff... wtf?!
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ShadowDragon8685
post Feb 27 2007, 09:16 PM
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QUOTE (Kagetenshi)
Not many—the lag is atrocious, and clipping can be a big problem on some servers.

~J

Not to mention the teamstacking is ridiculous.
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hyzmarca
post Feb 27 2007, 09:54 PM
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A Shadowrun FPS made by people who want to be true to Shadowrun would be great. Unfortunatly, this is not the case and they've failed to implement many of the mechanics that make Shadowrun unique.

Decking/Hacking? No.
Astral Space? No.
Drain? No.

It would not be trivial to implement these things, but it would not be difficult, either. FPS games already have everything necessary to do Astral Space well. All you have to do is combine invisibility and a visual filter with toggling off collision detection and increasing a movement multiplier.
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ShadowDragon8685
post Feb 27 2007, 10:13 PM
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Hacking's not impossible, either. Just look at the Half-Life 2 mod Dystopia, which is so much drawn from Shadowruns that they call them Cyberdecks. :P

What they do for Dystopia hacking is they just build a "Cyber world" somewhere off the "meat world" normal plane, give it it's own rules of physics (possibly governed by the specific unit type, which is a hacker-body), and when you "use" a cyberterminal, you spawn a hacker-body in the cyber-world and take control of it, but the game still tracks your meatbod's status.
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Homme-qui-rigole
post Feb 27 2007, 11:34 PM
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QUOTE (lorechaser)
A new preview of the game.  The art is apparently very much improved now, and the game still sounds good to me (I know, I'm the minority).


What's improved? That? :rotfl:
http://media.xbox360.gamespy.com/media/760...mg_4351501.html

Don't forget to talk about this really cannon tech:
http://shadowrun.com/gameguides/tech/antimagic.htm

This one seem really cool; I want one in my garden:
http://shadowrun.com/gameguides/magic/treeoflife.htm

This one make my day:
QUOTE
Humans pay a much lower essence cost for tech upgrades than the other races. 

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James McMurray
post Feb 28 2007, 12:22 AM
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QUOTE (ShadowDragon8685)
Hacking's not impossible, either. Just look at the Half-Life 2 mod Dystopia, which is so much drawn from Shadowruns that they call them Cyberdecks. :P

Hacking would be tough to implement in an FPS though. In a game all about blowing people up, being able to sleaze your way through the information superhighway isn't a very useful skill. And it's far from trivial to change game design to make it a valuable addition.
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Crakkerjakk
post Feb 28 2007, 02:35 AM
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It's possible. Think Thief. But I'm fairly certain it ain't gonna happen in any form. Near as I can tell, the game has no reason to be called Shadowrun. You could say that the trolls are alien monsters, and that the elves are gray skinned psionicists, etc, etc with all the other nifty tricks they are including in the game, to make the game mechanically the same. I see nothing Shadowrun-esque about the game. Granted, it's not out yet. If someone I know happens to own it, I will try it out and hope that I'm wrong about how shallow the influence of the Sixth World is gonna be. But I really don't expect to be wrong. I mean, rezzing teamates and gliding? So what? There's nothing innovative, hell, Prey had a better thing going for it with the whole portal thing, and after playing the demo of that I was unimpressed. I would really like to be wrong, because a great Shadowrun game would bring players in droves, and that is a Good Thing. However, I'm betting it's going to be a mediocre success at best, and is far more likely to barely break even. And the worst part is, because of that failure, no one is going to want to make a shadowrun RPG, MMO, or hell, even an adventure game or RTS. Even if it does somehow succeed, it's just going to result in a similar, banal, sequel FPS, because the game industry don't fix what ain't broke.

Bleah. My complaint with the Shadowrun game is that it could have been so much more. It's like buying the Alien's vs. Predator license and making a rhythm based DDR style game out of it. It's a poor fit, and only includes one tiny sliver of the world that is Shadowrun, and even then, not anywhere near a faithful sliver.
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Sahandrian
post Feb 28 2007, 02:43 AM
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Perfect Dark on the Nintendo 64 did include that "Hacker Central" scenario. It was a multiplayer scenario with the basic play:

1. Find the data reader
2. Find the terminal
3. Survive for 60 seconds as the reader copies from the terminal

So just a more-complicated CtF, really. But there could be other uses for hacking/decking in FPSes. Imagine a stage with mounted cameras (like in Goldeneye), or card-key doors. The hacker could take over the cameras and use them for recon, or remotely unlock doors for his teammates without them having to find a key - some may not even have normal keys. And what if they could commandeer weapon emplacements? Or control the amount of lighting in indoor stages?

Then you have the actual problem of how it'd play. Maybe a sort of puzzle minigame...
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HullBreach
post Feb 28 2007, 02:54 AM
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Anyone else wish they would just release some more stuff on 360? I've got a pile of money I want to hand microsoft, I just need them to bring some more stuff out.

Im willing to deal with the bending and even breaking of cannon in this case for a simple reason: It's more than likely going to net us some new players, and get the Shadowrun name some exposure.

I'm still harboring the hope that someday I'll sit down to play a Shadowrun action MMORPG.
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Deschain
post Feb 28 2007, 03:00 AM
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QUOTE (James McMurray)
QUOTE (ShadowDragon8685 @ Feb 27 2007, 05:13 PM)
Hacking's not impossible, either. Just look at the Half-Life 2 mod Dystopia, which is so much drawn from Shadowruns that they call them Cyberdecks. :P

Hacking would be tough to implement in an FPS though. In a game all about blowing people up, being able to sleaze your way through the information superhighway isn't a very useful skill. And it's far from trivial to change game design to make it a valuable addition.

Look at the aforementioned mod since you apparently didn't do so to begin with. It happens to be an FPS with hacking as part of the game. Is the hacking done precisely how SR runs it? Nah but the reasons for hacking are. It's done to control automated turrets and open/close doors.

That's coming from a team that's not being paid to make a game.

That said, Crakkerjakk, makes a good point. The game's going to bomb because most SR enthusists are going to flee from it. And since one SR game flops, very few are going to try again. Only suggestion I can think is to write letters explaining that the piss-poor handling of the SR lore is what's making many dislike the game.
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Kagetenshi
post Feb 28 2007, 03:35 AM
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QUOTE (Crakkerjakk)
It's like buying the Alien's vs. Predator license and making a rhythm based DDR style game out of it.

That (unlike the monstrosity under discussion) would be awesome.

~J
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Wounded Ronin
post Feb 28 2007, 03:36 AM
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QUOTE (James McMurray)
QUOTE (ShadowDragon8685 @ Feb 27 2007, 05:13 PM)
Hacking's not impossible, either. Just look at the Half-Life 2 mod Dystopia, which is so much drawn from Shadowruns that they call them Cyberdecks. :P

Hacking would be tough to implement in an FPS though. In a game all about blowing people up, being able to sleaze your way through the information superhighway isn't a very useful skill. And it's far from trivial to change game design to make it a valuable addition.

Deus Ex handled that very well. If you had skill in hacking and you were able to find a moment or two alone with a computer terminal you could retrieve passwords, look around using the security cameras, and make sentry guns open fire on your enemies. It was actually very handy and very well integrated in the FPS action.

I really love FPSes, but I actually think that the best way to make a Shadowrun FPS would actually just to make a gigantic Deus Ex mod. In order to demonstrate the 80s preoccupation with Japan I'd try to make the maps look like a lot of the bright neon city maps in the Deus Ex mod Redsun 2020.

http://redsun2020.deusexgaming.com/


Since SR is essentially about industrial espionage and covert warfare the mission and stealth centered themes of the Deus Ex game would work well.

If there were a multiplayer mode I'd make it like the No One Lives Forever II multiplayer co-op game, where there are objectives and unlimited enemies and the players must work as a team.
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hyzmarca
post Feb 28 2007, 04:27 AM
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QUOTE (James McMurray @ Feb 27 2007, 07:22 PM)
QUOTE (ShadowDragon8685 @ Feb 27 2007, 05:13 PM)
Hacking's not impossible, either. Just look at the Half-Life 2 mod Dystopia, which is so much drawn from Shadowruns that they call them Cyberdecks. :P

Hacking would be tough to implement in an FPS though. In a game all about blowing people up, being able to sleaze your way through the information superhighway isn't a very useful skill. And it's far from trivial to change game design to make it a valuable addition.

In an every-man for himself deathmatch, you'd be right. But this Shadowrun FPS is based around team play, which means that a decker can be extraordinarily powerful.
Deckers/hackers would ideally serve two roles in the team, command and control and paydata retrieval. The latter is a simple capture-the-flag (Honestly, all retrieval runs can be considered a form of capture-the-flag) where only a decker can retrieve the flag.
The fromer is much more complex and vital. The C&C decker will be sitting out of sight and out of danger, ideally. He will will use the building's security systems to help his team. He'll do recon with cameras; he'll open and close doors to herd enemies, protect teammates, and make a clear path to the goal (if there is one); he'll do nasty things with fire suppression systems and elevators, of course; and he just might take control of a conveniently placed gun turret. Using voice chat to relay information to the other team-members in real time, an effective decker can lead almost any team to victory.
But, he would still be vulnerable. In addition to having to fight the other team's decker(s) for control of this stuff, he'll be vulnerable to attacks on his meatbod if an enemy finds it. Decker characters will have to keep a close eye on enemy locations and jackout if his meatbod is about to be compromised.

In a single-player game Deus Ex does it best, as WR said.
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ShadowDragon8685
post Feb 28 2007, 06:37 AM
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Hyz has the right of it.
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Crakkerjakk
post Feb 28 2007, 06:40 AM
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Keep in mind, this is a 360 game. Team cooperation is a nice idea, but is probably fairly unlikely if you're playing on xbox live with anyone but people you know.
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ShadowDragon8685
post Feb 28 2007, 06:52 AM
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Even if pubbies don't want to take orders, a hacker could still help them out.

Rerouting enemy traffic to have to go the long way around.

Blanking everybody's HUD camera display.

Blanking out the sec cameras.

Turning the enemy's turrets to target their own team.

Possessing the enemy's turret and waiting for a prime shot.


Stuff like that that would still contribute to victory.


Or do it like Dystopia does, and make the Matrix missions a vital component of overall victory - you literally cannot proceed in some Dystopia missions unless you achieve hacking objectives, and at the bare minimum it'll require a heavy assault on the front doors in lieu of a good hacking run.
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Crakkerjakk
post Feb 28 2007, 06:57 AM
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Yeah, it's do-able. You think it's likely?
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