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Howdy, folks! I've released a new campaign for Shadowrun Hong Kong called CalFree in Chains. It concludes the trilogy that started with Antumbra Saga and continued with The Caldecott Caper. Have a happy new year!
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Thanks for the mod & the heads-up Seberin, i'll definitely check it out at some point soon. :)
Thanks for all the work you put into these.
Cool! Good to see you're still making these - will have to give this a try for sure!
Sweet, time to reinstall HK.
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seberin: Howdy, folks! I've released a new campaign for Shadowrun Hong Kong called CalFree in Chains. It concludes the trilogy that started with Antumbra Saga and continued with The Caldecott Caper. Have a happy new year!
TL;DR Excellent Shadowrun expanded gameplay; immensely enjoyable replay —the maps! You'll come back again and again to play out set-piece fights in gloriously intricate maps!

(If you have a limited graphics config., read the details (vide infra). :)

I must say I am very impressed with these mods. Seriously, seberin, if you are not part of a developer team, then any one of them would benefit from your high production values. (And, perhaps not as important to other people, I find the local references —e.g., the Californian speech idioms, geography and history— very entertaining. I visited the area, but never lived there, so this "local color" helps to flesh out the characters and plots.)

In fact, I'm so impressed I will be investing my own discretionary time & effort into compiling a review for others because these mods are easily as good as the commercially-released games. (Well done, seberin! :)

Don't expect it any time soon, though. But, as a small example of the quality of the modules, I would draw potential players to observe how skillfully science and art are combined. What I mean is, I am by no means a seasoned player, but I have completed the first two Harebrained adventures (and given up, for the time being, playing the third, at or near the final battle).

Even so, I have learnt much from playing these games. And, not only was I learning how to play a Shadowrun game (e.g., what are the best —and ill-suited— uses for each of the various permutations of characters and their specialties?), the scenarios and characters drew me back to them: I wanted to play, to interact with the environment and the NPCs. That's rare.

Few typographical errors (most errors seem to stem from the discrepancies between the second and third engines that the mods run in) and intelligent arrangements of interesting proscenium assets both demonstrate an unmistakable passion for story-telling in this medium.

Seberin obviously loves these characters and their world. The attention to detail is impressive. The customized skills for the team members is worth a review all on its own. The additional mechanics (e.g., a sound to identify where to place a SIGINT device) make me think of the best developers from the Neverwinter RPG vault.

The dialogue (with few exceptions) is perspicacious and cogent; the sociopolitical interactions logically positive. Two central questions, not often answered well by story tellers, are: Why this story?, and Why tell it this way? I am pleased to note that the subjects (themes, plots, etc.) and means (the NPCs & missions, etc.) are well chosen as well as well executed.

I would recommend these modules as an introduction to the IP.
That's how highly I value the work (but, obviously, I'm only nearly finished the third chapter, so … Stay tuned!)

For assistance with older systems, there are some WIP thoughts (troubleshooting) included below.

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Second edit:
[1] Thankyou for the fix for the game-ending bug (or should that be "work-around for the known limitation of graphics-challenged systems attempting to execute the Shadowrun engine"?).
:)
For posterity, players should note that the Eclipse nightclub scene (in the second act, after completing the Seattle job, and transitioning from the Embarcadero San Francisco dock), in Shadowrun—Dragonfall mod Antumbra, requires a lot of graphical muscle.

There is a "fourth-wall breaking" I/O panel, pre-emptively located in the extreme SW of the dock area (i.e., the introduction of the second act, before the taxi ride to Eclipse) that the OP and author, seberin, has thoughtfully provided. This switch simplifies the Shadowrun: Dragonfall graphics for machines with similar constraints.

I've been making pretty good progress. What I have played is excellent. Slow karma progression, so there is time to "feel" the choices made; many (smaller) battles, but arranged in extended series, so that health is always a consideration. These concatenated fights sprawl over large (but thin) areas, too, which makes the pacing better than most of the material by those Harebrained schemers!

Third edit:
[2] The second and third chapters are in the Shadowrun—Hong Kong engine.
Chapter two, AKA The Caldecott Caper mod, loaded perfectly. (I toggled the in-game developer's commentary off, as well as switching off every graphical option, in order to execute the engine.) Completed (rode off into the sunset on a Scorpion!)

[3] Now almost to the end of the third chapter, CalFree in Chains. Your story-telling has now surpassed the Harebrained.

=

* Tangential note: I'm not sure why, but the Harebrained engines work geometrically harder with resolution. If I load, say, Apex Rising in the monitor's native 1200×720×60Hz mode, it takes about half an hour to load; if I opt for 640×480 it only takes a few minutes (about three minutes until the "Continue" prompt, then another three minutes ¿upside-down smiley-face¿). Which is literally retarded, considering I can toggle between the two video modes in under a second, once the module has loaded…! >_<
(This is apart from the advanced graphical options that require a restart.)
Post edited April 01, 2018 by scientiae