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"This is a game that transcends its name and should be spoken of in the same breath as the genre’s best."
- Hardcore Gamer on Shadowrun: Hong Kong, their Best Strategy Game of 2015
Shadowrun: Hong Kong - Extended Edition is the definitive version of Sh...
"This is a game that transcends its name and should be spoken of in the same breath as the genre’s best." - Hardcore Gamer on Shadowrun: Hong Kong, their Best Strategy Game of 2015
Shadowrun: Hong Kong - Extended Edition is the definitive version of Shadowrun: Hong Kong, the third standalone game in Harebrained Schemes’ critically-acclaimed Shadowrun cRPG series. This Extended Edition adds the all-new, 6+ hr Shadows of Hong Kong Bonus Campaign to the game as a free upgrade - delivering on a funding goal achieved by fans in Harebrained Schemes’ wildly successful Shadowrun: Hong Kong Kickstarter. The Extended Edition also adds audio commentary to the game, and a long list of improvements since the game’s initial launch - including new visual effects, updated dialogue, and new editor features (for User-Generated Content). Experience the most impressive Shadowrun RPG yet, hailed as one of the best RPGs and strategy games of 2015!
HONG KONG. A stable and prosperous port of call in a sea of chaos, warfare, and political turmoil. The Hong Kong Free Enterprise Zone is a land of contradictions - it is one of the most successful centers of business in the Sixth World, and home to one of the world’s most dangerous sprawl sites. A land of bright lights, gleaming towers, and restless spirits where life is cheap and everything is for sale.
New in Shadowrun: Hong Kong, thanks to our generous Kickstarter Backers:
6+ hour bonus campaign - Shadows of Hong Kong.
100+ minutes of developer commentary audio!
Revamped Matrix art and gameplay!
Illustrated transition animatics that play at key moments in the story.
Enhanced sound, and dynamic combat music that ebbs and flows.
Rebuilt Inventory UI and easier management of items in-mission.
All-new Cyberware skill-tree and new Cyberweapons that can be installed to your character’s arms.
The ability to enter turn-based combat mode as soon as an enemy is in view.
Powerful new Foci objects for spellcasters
A Classic, Story-Driven cRPG: Shadowrun: Hong Kong hearkens back to the golden age of computer RPG’s with a novel-like branching narrative full of sharp prose and deep character development. Immerse yourself in a smart, 15+ hour campaign with a diverse cast of all-too-human characters.
A One-of-a-Kind Cyberpunk Setting: Experience the unique “Tech meets Magic” dystopian future of Shadowrun, a fan-favorite game setting now celebrating its 25th anniversary. Shadowrun: Hong Kong is a perfect entry point to the setting for those with no prior Shadowrun experience, while providing plenty of classic Shadowrun characters and tech for veteran players to sink their teeth into.
Command Your Team: Just like Dragonfall, Shadowrun: Hong Kong features a crew of flawed, dangerous runners with backstories that could only be possible in the tech-meets-magic Shadowrun setting. The members of your team are designed to play contrasting roles during missions, and each has a distinct set of skills, abilities, strengths, and weaknesses. Each team member also has challenges to face in their own lives, which you can choose to brush aside or play an important part in.
Gripping, Turn-Based Tactical Combat: When you’re running the shadows, every turn matters. Choose your actions wisely - move to better cover, charge into melee, or lob a fireball into a crowd of enemies. With over 200 weapons and spells at your disposal, every turn is filled with meaningful choices.
Skill-Based Character Progression: Choose a starting character archetype and build from there! Street Samurai and Physical Adepts use advanced combat skills to dominate the battlefield, Shamans and Mages summon powerful allies and cast deadly spells, while Riggers and Deckers provide critical technological support, projecting their consciousness directly into drones and computer systems. Shadowrun: Hong Kong’s classless skill system allows you to grow your character in any direction you choose.
Liked the upgrades you could give team members when they leveled up. Liked being able to follow dialogue paths to get new information and open up the best ending. Talking to Team members and other NPCs after each mission is essential to unlock things,
Load times especially with a large number of saves takes too long though. Liked the extended missions after the main game is beat. Story was good. Epilogue was there and alright as well.
Different ways to customize character were well implemented.
The story starts out with a great Shadowrun tone, but loses it in the middle. It strives to bring it back at the end, but the feeling of hopelessness is not easily re-achieved.
There is a hacking mini-game, that while fun, is timer based. I haven't checked if in mods it can be turned off, but I hope it can. The advantage of a turn-based game is it can be very inclusive of its player base (if you have reading problems you have all the time in the world to read whatever you need to..or if you are missing a hand going from keyboard to mouse for a FPS definitely raises the difficulty level). Hacking should be character-based like strength is, and basing it off player skill makes having a balanced adventure tougher to design.
Overall, pretty much like the other two games-very good.
i do enjoy big add for NON-COMBAT missions as pacifist, but i can kill you with 1 fist strongly approve
game is STINGY, i never feelt so lacking founds as in this game
brand new addon: Cyberware affinity in all 7 levels have around 20 bonuses
in comparition Sword in 8 levels have 5 bonuses...
Changes to decking are frustrating and too hard, i would just like it to be skip button
i hate minigames in games, here i can't even move forward before i kill room of guards
All 3 shadowrun games are best cyberpunk video games you can find
and this one has most polished UI and a lot of efforts
i really enjoyed my time with the game and yes i don't like some of the changes from dragonfall
but game is still very cool, some of the changes are for the better and game feel unique
i appreciate addon of developer commentary
location design is top notch this release have one of the most memorable locations
i like dance party, Prosperity tower, deckcon event rat ship
game feels shorter than dragonfall, but it might be for non-combat skips game allows to take
decking here is a chore, if you get it on sneak pass cool, you can get good at it, but i seriously just wanna skip at this point, decker was always most useless build used exclusively for paid data...
i finished the game
killed final boss 3 times in a row
last fight was 1v1 otk
generally speaking game punish experimentation and spending money
buy katana for your build? fool there is a sword for free that is better magical katana...
and you have only 1200 to buy chi-casting 6 spell
i never had problems with money in dragonfall, i wasn't super rich, but could buy armor/weapon for 1 run and sell it later without feeling like im out of money
Game load longer and works slower than dragonfall and i dont like it
saving cause game to stutter
every event seems to load with like game having delay on it
and difficulty goes down from the impossible early fights to OTK final boss
Dialogues and etiquette no longer play as important role
Overall, mechanically the game is almost the same as SR: Dragonfall, with a couple of improvements:
- Bioware affinity skill under Body, and Cybernetic Weapon implant slot, with several cybernetic weapons, including a great, short-range (not close combat), filament whip.
- A much better decking/matrix implemention. Now, in absence of black IC (homing, aggressive defensive software), it is a simple stealth game, where you avoid, in real-time, white IC following fixed routes. Only when spotted, turn-based combat, like in previous games, starts. This is a huge improvement.
- Etiquettes and Charisma have a larger role, and the outcomes of several early runs affect how the final run plays (although not its final result).
Sadly, the story is a bit more of a fantasy cliche. It serves its purpose and doesn't venture into camp/cringe/pastiche territory, but is totally predictable. Fortunately, your fellow runners are, if anything, more interesting than in Dragonfall, and have 'companion quests' as cool as Glory's in the previous game. The overall plot is more fantastical than in the previous games, it's harder to ignore the fantasy aspect of the game.
If you liked Dragonfall for the mechanics, you'll enjoy this one, too. It does a good job of scratching the itch for a party-based, tactical cyberpunk pseudo-stealth RPG, that few, if any other games do, but stands out neither as a turn-based cover squad shooter, nor an RPG, if you ignore the setting.
devellopers received a lot of money for this third game, they said there will be a system with reputation, and plenty of newly stuff compared to Shadowrun Dragonfall.
the game is short, really short, like Returns, and the scenario construction is EXACTLY the same that Dragonfall, meaning there are almost no improvment.
the game is still good, but it is really disapointing after what they (the devs) said.