Shadowrun: Dragonfall – Director’s Cut Interview

RPGamer had the chance to interview Jordan Weisman on the Director’s Cut of Shadowrun: Dragonfall and the Shadowrun setting in general. It’s not a very long interview, so I’ll just quote one snippet. Needless to say, if you want to read more just check out the link:

Z: I’ve held off on playing Shadowrun Returns: Dragonfall because I’ve heard the director’s cut is right around the corner. What can newcomers expect from this game, and what has been added to lure back old-time shadowrunners?

JW: Dragonfall is a big step up over Shadowrun Returns. As we learned how to use our tools better, we learned how to use them in ways much more creative than in the first scenario. We built this powerful tool, but it was V. 1 for the first campaign. Dragonfall, V.2, really benefited from that, both in RPG-play and combat-play.

Number two, because we gave you a specific character to inhabit and specific NPCs in a relationship, we were able to craft the dialogue much more specifically to the character’s backstory. You have a much greater depth of character in Dragonfall than we were able to do in Returns because in Returns you could be anybody. In Dragonfall we narrowed that down and subsequently got more depth. Dragonfall is a much more involving story.

The director’s cut takes that to another level. We added five more missions, so there are 5+ new hours of content, alternate endings, new dialogue trees, new UI, new AI for the opposing characters, so combat becomes more interesting and fun. For instance, we changed how cover works to make it more interesting. Plus, it’s stand-alone, so you don’t have to have purchased the first title.

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