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Shadowrun Shadowrun: Hong Kong - Extended Edition

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,054
Location
Djibouti
WOW THIS GAME ACTUALLY HAS CONSEQUENCES TO CHOICES

I DONT BELIEVE IT

FINALLY
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
I facepalmed when realised that whole plot is actually Ancient Evil Awakened by Chance TM. Gotta finish final level though.
Not sure how game wants me to feel. Should I feel sad for all that [city]road to hell paved with good intentions maybe?
I am not that connected to city behind Wall and it's people as a player.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
no

glad to help

I believe that's just a bug (not game ending), they will appear back when you start your 'first' mission. I saw this happen.

His gear will be back when you start the next mission. I thought the same thing. I went to the smuggler to buy some gear and Duncan didn't have any items. I bought him a rifle that ended up being a waste of money.

Actually I've given a tazer to Duncan (it's hilariously OP when combined with beanbag and his "subdue instant kill stunned enemies" move), and it disappeared from the inventory entirely after the run... so I suspect that's a bug.

Guess I'll watch out. Thanks
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Aw man. The story started to become interesting right when it ended.
Was hoping to storm granny's headquarters, Max Payne style
 
Joined
Mar 27, 2013
Messages
3,918
Pillars of Eternity 2: Deadfire
Guys, guys! Is this a bug?

I got a mission where I should head to "MV Nalchi" to collect some "tissue samples".
But when I enter the Subway this option doesn't appear. I can only travel to the other jobs locations.
Wtf?!?
 

Stompa

Arcane
Joined
Dec 3, 2013
Messages
531
204 karma before the final mission, with 8-10 duirng it. That's plenty to max out both decking and charisma.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,054
Location
Djibouti
My God who thought it was a good idea to put that fuckhueg Matrix sequence at the

Raymond memory replanting

Seriously.

This nu-matrix is such a fucking unfun chore I don't even know where to begin, and it only gets worse as the game progresses. Which is painfully ironic when you consider that it was supposed to be an attempt to make it less of a chore.
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
My God who thought it was a good idea to put that fuckhueg Matrix sequence at the

Raymond memory replanting

Seriously.

This nu-matrix is such a fucking unfun chore I don't even know where to begin, and it only gets worse as the game progresses. Which is painfully ironic when you consider that it was supposed to be an attempt to make it less of a chore.
I find it less tedious. Hit chances are higher so you aren't spending 7 turns playing rockem sockem with every single IC. On the "stealth" stages you just press where you want to go and when you get spotted make a b line towards the gate.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Well you could probably look at it in a positive light - it's the only mission where having a Decker is mandatory, if I remember right.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
The nu-matrix works OK in turn-based mode, it's like a super-dumb version of Invisible Inc -- watch for patrol routes, calculate vision cones and movement ranges, move without being seen. Problem is, it only goes into TB mode when you screw up (and in that case you want to kill the watcher IC asap to go back into RT mode again), or when there's a matrix combat in the same room as the patrolling ICs (in which case it's usually better to kill the hostile IC asap to prevent trace from stacking up instead of using it to move across the room).

Even in TB mode, Blocker ICs are a chore (I believe my first game-related comment in this thread was complaining about the Simon minigame). I typically just bruteforce them, +50 trace be damned.
 

Deleted member 7219

Guest
Gotta agree that the new matrix is a load of fucking shit. I don't understand that mini game either. I just force my way through the door things and put up with the extra spawns that happen as a result.

Matrix was better in SRR and Dragonfall.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
While I think the new Matrix is better than the old, it could still use tuning and polish.
I think that making it turn-based (offer the option to enter TB mode voluntary as in meatspace) and reducing the cost for brute-forcing blocker IC with increasing decker skill would help. That way you can keep the RT stealth and mini-game approach for those that liked it, while offering a sensible alternative for those that don't.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yeah, adding a TB toggle to the matrix would make things WAY better. The main problem with that is that they'd have to strip out Suppression (otherwise everyone could just pass 8 turns and use it to reduce trace to 0 every time they hit 50 trace) and redo all the timed matrix sequences that were written with the mindset that time in the matrix only passes when you're in combat.

(I think shutting off the Ares run gas vents with the timer ticking away in TB mode would be very tricky... if even possible at all. Same with the engram machines)
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,280
Gotta agree that the new matrix is a load of fucking shit. I don't understand that mini game either. I just force my way through the door things and put up with the extra spawns that happen as a result.

Matrix was better in SRR and Dragonfall.
The minigame is simple. The simon says gives you some extra time with each passed round, like 10 secs or something. When you feel like it, you press next to go to the guessing minigame and watch for the symbols as they appear at the top of the screen and try to match them to the correct line of symbols at the bottom. It's horribly annoying, I don't like it either but I get some completionist compulsion so that I always do all of them.
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,834
Location
Sweden
I like the new matrix way more. The biggest drawback is the stealth stuff. It would make sense to have a turnbased stealth game there, but controlling this game in its realtime mode is just really clunky. That said, with a bit of patience I think it's perfectly doable and more a lot fun than the old one. And to my surprise, I like the minigame for hacking as well. It the hacking occured more then it would quickly become annoying but it's rare enough that it feels fresh still, it doesn't really get old.

Could be better but it's a big step in a good direction I think.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,280
I don't remember a single fun hacking mini game in any game ever. Maybe Chaos Theory's was close to not being shit.
 

Deleted member 7219

Guest
The minigame is simple. The simon says gives you some extra time with each passed round, like 10 secs or something. When you feel like it, you press next to go to the guessing minigame and watch for the symbols as they appear at the top of the screen and try to match them to the correct line of symbols at the bottom. It's horribly annoying, I don't like it either but I get some completionist compulsion so that I always do all of them.

That is the part I don't get. Whatever symbols I pick don't work. If I wait, I run out of time - even with all the simon says pips.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,219
Location
Azores Islands
Game isn't doing too hot for HBS apparently, sales wise...

Added to the fact that it's a clear step backwards into biowarian story retardation and game design, when compared to Dragonfall...

Will we get any more shadowrun games or will the series go out with a whimper?
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
The main problem with that is that they'd have to strip out Suppression (otherwise everyone could just pass 8 turns and use it to reduce trace to 0 every time they hit 50 trace) and redo all the timed matrix sequences that were written with the mindset that time in the matrix only passes when you're in combat.

Maybe something like detecting whether there are hostiles near in order for Suppression to be usable would work - or make it an limited resource that only triggers when a certain threshold is surpassed.
As for the timed sequences, I'm not sure if it would pose that much of a challenge. Some tuning, yes.
 

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