QUOTE (phlapjack77 @ Jul 28 2013, 11:16 PM)

Ok, I fully admit I need to play the game more.
But after playing for ~ 2 hours, here are my initial impressions:
1. As someone else mentioned, this feels like a tablet game that got ported to PC. Pretty underwhelming in terms of usability, graphics, interactions with the environment and so on. Only auto-saves...ugh.
Well... Yeah. Usability isn't great, I admit.
Graphics, well, it was made from the start on a shoestring compared to modern AAA titles. We weren't getting Draco Ex: Elven Revolution, and we knew it.
Interactions with the environment could be improved with more TLC spent on the campaign, adding more thingies to fiddle with and more dialog branches, etcetra. That's just a questbuilding issue.
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1a. Killing the Halloweeners, there are all those motorcycles JUST SITTING THERE! LET ME TAKE ONE goshdarnit! And the bodies just melting away into nothing, no looting or anything? C'mon.
Yeah, I agree. That was pretty bad, quite honesty. I'm not sure, but it might have something to do with SRR's "level" system. If it's not like NWN where you can go back to a preexisting zone, they'd need to plan a new "mission" for every possible state you left a zone in when you leave to do a side quest and come back. But you should definitely be able to loot a bike, and the bodies.
The words I live by as a GM, and which I tell any new GM: If you're not prepared for the players to kill it, fall in love with it, have sex with it, befriend it, eat it, or claim it for their own, don't put it in the same place as them, period.
[ Spoiler ]
I'm in a "D&D" game being run by someone who is... Well, new to DMing, let's say. One of the first "quests" he threw at us was a bunch of "athiests" claiming to be new gods who had invaded a local church, and were decrying the priests as powerless, the priests' gods as powerless, and yet their cantrips worked perfectly, and they were demanding the townsfolk start to worship them and give them money.
Turned out they had somehow enchanted an average rock with like a 325-foot radius improved antimagic field that not only suppressed, it dispelled, any magic that came into its radius, perfectly; but magic used by someone wearing a pendant like theirs would work. They hid it in the church while they raised a fuss on the steps. My Goblin Rogue snuck into the church and stole it, then ran like the dickens with it. I specifically told the GM I was hiding it somewhere I could get it later and came back. After the "athiest's" plot was thoroughly foiled - by the return of the priests's spellcasting, and that of our magicians - he tried to have a "cute" little "ironic" cutscene of some farmer loading random rocks onto his cart, including the Rock of Ages. At which point, we all objected, and I pointed out that I'd laid claim to it and hidden it.
It took him completely by surprise. He'd never even considered that, having given us a world-shaking artifact that Elminster and his ilk would do war to lay claim to, we wouldn't just let some farmer take it away to pave his path with and have that be the end of it. Heh.
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1b. a teenaged kid was sitting next to me as I made my character, and he immediately asked "how old is this game? the graphics look really bad"
Yeah, well, what the frag do teenagers know, anyway? Honestly, the graphics were never so bad that I ever really "noticed" them, which is saying something since I mixed SRR with Defiance and other AAA titles.
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2. Railroading is bad, plus the actual "quests" are kinda weak. Market's in trouble? The location is like 5 seconds away, and the whole "quest" is resolved inside of 5 minutes. Searching a room or an alley or whatever is also underwhelming, it's spoon-feeding you everything you need.
Yes, yes it is. This is a big and good complaint with the Dead Man's Switch campaign, which is less like a Tactics RPG than a Shadowrun novel with a Tactics RPG bolted on. Allegedly, the Berlin campaign will be better.