With a diverse crew, any given round of combat could see you summoning a spirit, throwing a concussion grenade to force your enemies to skip a turn, and unloading with machine gun fire. While the storytelling has its ups and downs, combat is definitely a strength for Shadowrun Returns. Asking "pretty please" a few more times almost always gets the same results, making points in those non-combat skills feel wasted. I never even ran into a situation in which my lack of conversational skills (Punchgar isn't what you'd call a "people troll") made me have to fight anything. ![]() Situations in which a character's skills come into play out of combat-such as having enough charisma points to talk past a guard-are largely pointless, as they seem to only save you time in the dialogue tree at best. The narrative is aggressively linear for an RPG, shepherding you from one map to the next without any real opportunity to explore or forge your own path.
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