The idea, using the level editor, is to create stories without needing to rely on combat. Ravi Sinha: The game can be completed using either lethal characters or by having combat-oriented NPCs help you fight. For me, that was always the heart of the Shadowrun RPG. Now, with Shadowrun Returns, I feel like I’ve come full circle because the game we created with the backing of our fans empowers players to create their own stories. Unfortunately, it didn’t survive the transition to MS. I worked on a second version of the game at FASA Interactive, before the Microsoft acquisition, and I was pretty excited about the direction we were heading with it. My first involvement in adapting Shadowrun to video games was with Data East when I worked with them on the SNES game. Jordan Weisman: It indeed has been a long time since I wrote the original Shadowrun premise, and a long way in terms of the electronic versions of Shadowrun. How does it feel after all this time to see a return to form for the series, especially after the FASA’s lackluster Shadowrun first person shooter? Ravi Sinha: Shadowrun has come a long way since its tabletop RPG roots. We recently spoke to creator Jordan Weisman to find out more about the game, and pick his brain regarding the exploding chaos that is the console indie world (spoiler: he’s kind of been too busy to notice). However, if nothing else, Shadowrun Returns could very well begin a brand new craze for the franchise with its robust sense of tools. As one of the most successful Kickstarter campaigns of all time, Shadowrun Returns will finally allow us to see if crowd-funded games live up to the hype when it releases on Steam for PC and OS X on July 25th.
0 Comments
Leave a Reply. |