Title: Shadowrun: Dragonfall - Director's Cut
Genre: Adventure, Indie, RPG, Strategy
Developer:
Harebrained Schemes
Publisher:
Paradox Interactive
Release Date: 18 Sep, 2014
English
This series is weak.. Iz goud
(If you like cyberpunk, turn-based squad combat, and have a fetish for cyborgs with shiny chrome limbs or leather-clad punks with shamanic powers)
Less goud if you're a corporate drone with no imagination.
Some fun missions, interesting characters (with own sidemissions), decent story.. Combat is lackluster but the story and setting carry that weight. Worth playing if cyberpunk interests you.. I really like the atmosphere of this game, the battle mechanics and the story.
It's nice and slow but interesting and thought should be given to each move.
It's like a story book as much as anything else... I would definitely recommend if you're looking for a nice slow thinker.. I'd always heard on the grapevine that Dragonfall was a great RPG, but even that doesn't do it justice. The settings is nuts - cyberpunk + magic (for those not familiar with tabletop Shadowrun). The writing is outstanding - blowing many other games out of the water. It should be recommended reading for narrative designers and game writers everywhere. The game is far too linear and railroaded but its writing shines through of all this. It's quite short and is one of few RPG games that left me hoping for much more - rather than feeling it was bloated\/stretched out. If you haven't tried it yet - I can't recommend it enough. It's better than Shadowrun Returns in every possible way and you can start the series here. The rest of this review goes into more detail.
WRITING
Shadowrun's writing is amazing. What stands out is how succinct and captivating the style is. Conversations feel natural and deep, but also short. There are no 'lore dumps', and in fact you will often *want* to know more information. The writing is very different in that sense from some other amazingly written games (e.g Planescape Torment, Betrayal at Krondor) which feel much more like novels. The writing also has similar emotional power to the likes of the Witcher series and you quickly become personally invested in the tale its telling. All this whilst covering complex issues such as transhumanism, racism and loss. And when the game wants to be funny, it's *really* funny.
The companions Glory, Eiger, Dietrich and Blitz are a particular highlight. They each have personalities and histories to uncover over the course of the game. The cyberware covered Glory is particularly brilliant - her story being truly heart wrenching. In many RPGs - one of the things I criticise is how "phoned-in" some of the companions feel. They have little interaction with the main game path. This by contrast is something Dragonfall does well. By having so few characters, it's able to weave their stories with your own far more effectively. I only wish there was *more* of it and that their development continued for longer and more gradually over more companion quests.
GAMEPLAY
Gameplay in Dragonfall is composed largely of two things. Turn based combat and dialogue. The areas are quite small so exploration does not play a major role and the game is extremely linear. Whilst the game does reward you for combing through its small levels, its linearity is definitely its weakest point. Whilst you can choose to do various shadowruns\/quests in different orders - the actual maps are so small that everything can feel railroaded. You also can't stumble on quest objectives in advance - everything must be completed in order (which adds to this railroaded feeling).
The turn based combat is very entertaining and can be genuinely challenging as well. Finding cover from gunfire is essential to avoid brutal critical hits. Careful positioning and battlefield control is needed to succeed. Magical healing can only heal the last would you sustained - with anything else requiring medkits (which are finite per mission). Similarly you need finite resources to restore knocked out party members and health don't restore automatically outside combat. These healing and revival items compete for inventory space with for example grenades\/shaman summons - so there are always tough decisions to make on every mission. Do I bring more offence or defence?
Character development is well fleshed out as well. There are class templates, but you can also break out of these and have complete freedom to mix things up. You'll be deciding which attributes and corresponding skills to focus on. They are broadly: Strength (close combat), quickness (ranged weapons), intelligence (biotech, decking, drones) willpower (hermetic magic, chi), charisma (conjuration, summoning) or body (constitution\/cybernetic implants). Your build will be defined by the exact spread of your choices which determines the abilities you can learn from vendors. Whilst the game seems to give you a lot of karma points with which to level your character (the equivalent of XP) - there is only enough to really level a couple of skills. You're forced to make choices and can't have everything - which is *essential* in RPGs and something many developers seem to have forgotten.
You don't level companions in the same way as the main character - they have predetermined skills and stats they focus on (based on their archetype\/background) that automatically level when they level. When they level up you may choose a new ability for them (out of a choice of two). These are often unique and not available to the main character. In addition, you can still buy abilities from vendors (as you would for the main character) and equip companions with them in missions if they have the necessary stats and skills to use them. It's a great system that keeps companions feeling unique. One criticism is that it would have been great to have had more ability to customise companion weapons.
One major area for improvement is the inventory. The game distinguishes between character inventories and the global 'stash' and during missions its not possible to switch items between characters which is extremely annoying (and just makes no sense). In general, a much improved inventory system is needed. This is somewhat but not completely fixed in the sequel. Similarly it would have been great to have an option to explicitly enter\/exit turn based combat mode - an issue that is also partly resolved in the sequel.
Dialogue in Dragonfall is strong (as said before from a writing perspective its amazing). Character skills and stats are frequently tested - opening up multiple ways of solving quests and expressing player personalities. The game does however frequently create the illusion of choice - multiple skill checked dialogue paths frequently lead to exactly the same outcome for example. One frustrating aspect (not fixed in the sequel) is that you can't scroll backwards in a conversation to see what's been said previously.
TECHNICAL:
Technically Shadowrun is a simple and tight isometric title. It's art style and character models are basic - but they work and the quality of the design shines through these limitations. The character portraits are particularly excellent and worthy of mention as they massively enhance immersion (given the simpler character models). I also enjoyed the electronic soundtrack a great deal. Spell effects and other special effects are serviceable. I encountered no significant bugs or instabilities over my playthrough.
My only major complaint is that the game engine has a very annoying limitation that you can't save whilst your character is moving\/interacting with anything. This actually remains true in the sequel. It would have been nice to resolve this clunky issue.. Excellent storyline, multiple endings, and a fun cyberpunk setting. Easily one of the best RPGs I have ever played, and the community-added content just adds to the longevity of this title. Highest possible recommendation.. For me, the best Shadowrun game is still the Genesis Shadowrun, but for an X com style tactical rpg game, Dragonfall's pretty good.
. Too vulgar, swearing so stopped playing it
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