Examining Shadowrun Returns
6:00 AM | Cord Kruse | Comment on this story
EGM Now recently posted a new interview with Harebrained Schemes's Jordan Weisman about the company's 2D turn-based RPG, Shadowrun Returns. The game returns players to the Shadowrun universe which features a mixture of cyberpunk tech and high fantasy magic.
Is there anything that didnít make it into the game that you were really trying to get in or really couldnít quite get right? Read the full interview at the link below.
EGM Now: Shadowrun Returns Interview
Weisman: Many things. Probably the one thatís the biggest is our save game strategyóthatís something weíve taken some hits for. As we looked at what we were trying to do, the power and the trigger system could create very, very sophisticated behaviors, but it also meant that the state engine was really disseminated. And so the ability to do instant saves was going to be really, really hard if we wanted to put all that power in the hands of the playeróall the level generators and our own internal level generators as well. Itís not that itís an unconquerable problem, itís just an unconquerable problem within the time and budget that we had to do both. We chose to go with the content creation power, not the instant saves. Certainly we knew that was a very tough choice at the time, and I still thought we would have made itógiving the power of the creationóbut I think we couldíve done a better job of informing people about how the save game works, because the game doesnít even tell you. Itís a rude surprise.
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