Ancient-Red-Dragon: I vehemently hate the Matrix system in Hong Kong game. Every part of it is inherently aggravating & asinine, and it has nothing to do with skill either. They turned what
should have been a tactical turn-based game into a real-time lightning-reflexes twitch game, even though the interface/play control is too clunky to accommodate the ultra-fast twitchy responses that the Hong Kong game demands.
The "Matrix matching mini-games" in the Hong Kong game are equally vile.
Moreover, the Hong Kong game's Matrix system makes the enemies vastly OP vs. the player, in a multitude of different ways. Just to have a fair shake, the player pretty much
must keep saving every few seconds, and reloading any time the game unfairly dings him/her with an error.
I'm assuming their intention wasn't to make the player dread playing the game, but dread is exactly what I feel every time a Matrix sequence comes up in the Hong Kong game.
The Matrix system in Dragonfall was infinitely better. They never should have changed it, especially not radically so. Like the saying goes, "If it ain't broke,
don't fix it!"
Completely agree with you there. I tolerated the matrix sections only because the rest of HK wasn't too bad (excessive boring hub conversations notwithstanding).
What is really baffling is that in the very same game, they created a turn-based stealth system for meatspace! Sure it was pretty half-assed, but it was there and at least it wasn't frustrating or annoying. More importantly, being turn-based it fit with the rest of the game. And yet, in the same game, they decided to make the stealth portions of the matrix real-time?!
It just makes no sense. Apart from the other reason it doesn't make sense, namely that all other skill/combat parts of the game are effectively turn-based.
I suspect that if they used the same mechanics as the "stealth" portion of meatspace, that it would be too easy - at least without completely revamping how many movement points entities get in the matrix. Which is just plain lazy IMO.
And then, since having a real-time crappy "stealth" portion in the matrix wasn't retarded enough, they then added that stupid simon-says/memory segment to the "hacking" portions of it. The only good thing about that is that your skill is compared to the level of the "hacking game", so it makes a difference - but seriously, what were they thinking?
If they really wanted a "puzzle" for the hacking parts, they could have easily created something turn-based - e.g. using the conversation mechanism. They could have had riddles, quizzes, mathematical equations, etc., and the higher your skill then the easier they would be to solve. Or, present some options and have skill checks required to pass them (even if they randomised the skill checks it would still be preferable to what they came up with).
Ancient-Red-Dragon: In short, the Hong Kong Matrix system is some of the worst game design I've seen in a long time. It shouldn't have got past beta testing, much less been published in the final version. If the fanboys of the previous games are what caused that to happen, then it's a great lesson of why devs shouldn't listen to fanboys.
I would hope that true old-school Shadowrun fanboys wouldn't have supported that - it would seem like something that players newly introduced to the Shadowrun Universe (possibly coming from other genres) would come up with - but I have no idea. It does seem like a case of listening to the wrong people (who are often the most vocal) - whether internally or externally.
Personally I had no issue with the matrix from Dragonfall. Some of those segments were actually quite challenging too.