Sometimes, I really hate the notification system.
Anyways, I gotta say that though I'm always caught off guard when you guys say these things, I'm glad you're all having fun.
To be fair and answer my own question though, is a little complicated. When I first started this, I was aiming to have the plot have an ebb and flow between social and combat. With the social, I wanted to show to you guys first hand all the various aspects of the setting and let you interact with it all. Sort of like Luke Skywalker walking into the Mos Eisley Catina, I wanted you guys to take a step in, see all that stuff in front of you doing its own thing with its own life, and then chose how you're going to handle it. As we go along, we're going to see a lot more of the setting and some of the people that live in it; Emi and Mayumi are the first two I really fleshed out for an example, and I hope you guys enjoyed seeing and dealing with that side of the Neko.
Meanwhile, with the combat, I wanted something that looked gritty and over the top, yet felt reasonable. Basically, a more tactical shooter over a twitch shooter I suppose? My goal was to allow our characters to either shoot their way through like Delta Force or do some crazy-awesome things like a CoG soldier with a revving Lancer, but only if they thought things through enough to get it to work. Unfortunately, I'm worried that this duality might have been confusing; it looked like some people expected a straightforward beat-em-up, while others saw a by-the-books operation. because of that, some...odd things have happened that I worry had people leave or lose interest. Like when you get a plasma sword in Halo or a cleaver in Gears of War, it's gotta be used in a certain way. Which then gives really awesome results.
Or, you can just shoot them.
I was worried that this vision clashed too much with what you guys saw or were expecting, but it doesn't seem to be the case. Though, correct me if I'm wrong!
P.S.
Please post!