I already apologize for derailing this thread. The
Showgunners subforum is available and sadly very empty and I'd love to see you guys ask questions and discuss the game there. :)
Swedrami: Was going to pick it up as soon as possible in any case, really had a grand old time with Phantom Doctrine and am curious to see in which ways you have improved (and hopefully
not streamlined/simplified/dumbed down) upon that.
Swedrami: Was going to pick it up as soon as possible in any case, really had a grand old time with Phantom Doctrine and am curious to see in which ways you have improved (and hopefully
not streamlined/simplified/dumbed down) upon that.
We
have streamlined and simplified a whole bunch of things compared to our past games but I'd reject the notion that it's "dumbing down" and I'd actually argue that Hard West and Phantom Doctrine were pretty dumb games compared to Showgunners. :)
Let me say it this way: Hard West and Phantom Doctrine were these impressive lists of features that didn't amount to all that much in my opinion and the games had pretty obvious and substantial shortcomings in their basic gameplay. With Showgunners we've set ourselves the goal of creating a super satisfying, dynamic and actually rather deep combat experience and didn't want that one to be held back by stuff that sounds fancy but doesn't contribute much. So yeah, we did simplify things like the stats and character development, we use regular RNG instead of something like the awareness system (but we use it very sparingly and have limited its impact), fog of war is very simplified so you actually have complete information about all enemies participating in combat and so on.
But: the encounters are very carefully designed, they have a particular intense and dynamic flow that we've wanted to achieve and most importantly we've put a ton of care into our characters, their many different abilities, the large roster of enemy types that you encounter and the levels so you actually face interesting challenges and - most importantly - have access to a wide set of interesting strategies to overcome them which steadily grows as you move through the campaign and develop your characters. For all the systemic complexity of Phantom Doctrine: its tactical gameplay was very shallow and repetitive by comparison.
But the game also isn't barebones. We have stuff like the fame system where you get rewarded for skilful and aggressive play, there's a little RPG aspect where you build your persona which unlocks some perks in the form of sponsorships, there's a whole bunch of unique guns with meaningful differences, some of them being more effective against certain enemy types than others, you can equip implants that change your stats a bit or give you some resistance and so on. Oh yeah, and there's the whole exploration layer where you run around that city, evade traps, solve puzzles, talk to NPCs and your team mates etc.. But you know, it's all stuff that actually does something in itself or contributes meaningfully to the combat.
I can't promise that it's the tactical game of your dreams but I believe the odds are that you will find the gameplay far more engaging and satisfying than in our previous games. :)