QUOTE (ShadowDragon8685 @ Jul 26 2013, 09:50 PM)

So, I just finished SR:R...
I think it's a good game, but it has its flaws. I like the text-based adventure bit, but I think it's sadly, largely too linear. There is a bit of a branch where you can take a proper side-job working for a Mr. J, though it's outright heinous that my high-Charisma elf simply didn't get the option to negotiate for more pay.
Among the flaws, though... Some are engine-related, some are mission-building related in the main missions. For instance...
You shouldn't invest too heavily in decking. I mean, you can make a Decker and survive and all, but you only get one shot at getting that Fairlight Excalibur, and even if you get it, you only get two chances to use it in the course of one Run. Even if you do so, though, it won't matter after that bit, so you're paying 5K for a great advantage in two hacky-bits and then nothing else. This is mainly a matter of story-building: more opportunities for decking could have been put in the game; for instance, a quick decking here or there in the climactic finale to get some auto-turrets installed by one of the slightly less insane members of the cult online and working for you.
Charisma and Etiquette. Some Etiquettes are more useful than others, and I think a few are only called up like, once in the game, and it doesn't get you anything to be able to do so beyond being considered a clever girl by some big-name NPCs. It's also frustrating that there's no "so you have really high Charisma, you can talk the bad guy out of it" option at the end, like a really masterful negotiator in Fallout or Arcanum could talk the BBEG to death.
Some things were more disappointing in the way they were implemented. Wired Reflexes - that should be a no-brainer, they should give you +1 AP. Instead, for some reason, they make you auto-dodge the first "effect" that happens to you after you trigger them. Even if that "effect" is a buff, healing spell, or reloading your own freaking gun. Drones were a massive disappointment, often the only reason to have them along is to have them passively offering another target for bad guys to randomly choose to shoot at, and Spirits, I found, were often literally worse than useless, and they would turn on me when I most desperately needed them to be on my side.
Also, honestly, they just plain-out missed an opportunity to have a 'world hub' and the ability to have your preexisting character go on different storylines and such.
Still, it wasn't all that bad. I was hooked from start to finish. But I agree that it was more of a Shadowrun novel (or novella) with a heavy combat tactics game attached to it, light on the other game aspects.
This echoes most of my feelings on the game. Overall I enjoyed it, and that's what matters, but I think they've missed out big time on what was possible, and what from their Kickstarter Vids I thought they were going to do.
Pros:
- I liked the story, and enjoyed the dialogue.
- The tactical elements of the combat were nice.
- The NPCs are nice. Coyote is very useful.
- My Bear totem ability was cool.
- The decking, while infrequent, was fun and well executed.
- Overall I had fun playing it.
Cons:
- Conversation choices weren't meaningful and often did nothing at all.
- I played a Shaman and the further I got into the game the more I though 'I wish I'd made a troll with a shotgun'.
- The game was
far more linear than I thought it would be. Even just the chance to go back to areas would be nice. I swiped a necklace for a guy, forgot to give it to him, and could never visit that area again.
- Pretty much everything comes second to street sams, especially shotgun-wielding ones.
- The spirit summoning was a bit sucky, and I put a load of points into it.
- I thought the characters would be more customisable appearance-wise
In the main, I think this game has all the tools to be awesome and I'm really hoping for some good community created content. However I was a little disappointed with 'Dead man's switch'.