Main game
3.50 average rating based on 681 ratings
Having played Shadowrun tabletop in the 90s, I enjoyed this chance to try it out again. Still, it's very basic. So basic that there's basically no open world at all. Instead, you're railroaded from small scene to small scene.
I started a playthrough 5 years ago but dropped it after an hour or two. This time, I finished the game.
My first foray into Shadowrun world began with playing Returns on Steam Deck. It ran very well. Played as a female Elf, proficient with decking and rifle.
It was mostly what I expected, although it did surprise me pleasantly with the quality of written dialogues; text boxes before missions during a loading screen almost felt like something taken out of the paper RPG with very detailed descriptions of a predicament your main character is currently in and his/her surroundings - it really helped in making the world just a tad more believable.
The whole setting is what drawn me to Returns and I wasn't disappointed in that respect, although I would have liked the city and its regions to be a bit more open, with more optional stuff to do - so I could actually feel like I am the runner who's pulling the strings here, making my own choices, rather than being pulled by developers to finish the main quest only, by completing a sequence of linear missions and locations.
I've enjoyed the combat, it was balanced well, but not particularly deep or difficult; and very much enjoyed upgrading my character - there are no boundaries here after you …
My first foray into Shadowrun world began with playing Returns on Steam Deck. It ran very well. Played as a female Elf, proficient with decking and rifle.
It was mostly what I expected, although it did surprise me pleasantly with the quality of written dialogues; text boxes before missions during a loading screen almost felt like something taken out of the paper RPG with very detailed descriptions of a predicament your main character is currently in and his/her surroundings - it really helped in making the world just a tad more believable.
The whole setting is what drawn me to Returns and I wasn't disappointed in that respect, although I would have liked the city and its regions to be a bit more open, with more optional stuff to do - so I could actually feel like I am the runner who's pulling the strings here, making my own choices, rather than being pulled by developers to finish the main quest only, by completing a sequence of linear missions and locations.
I've enjoyed the combat, it was balanced well, but not particularly deep or difficult; and very much enjoyed upgrading my character - there are no boundaries here after you pick your class and race which is fantastic (although a few limitations may occur). It is an approach that I wish more RPG games would implement, where you're not really limited by your chosen race/class, and you can still become whatever you want if you invest an x amount of points in y profession.
Story wise it was pretty good and fun to follow how the events unfolded in the main campaign - it's the ending that sort of spoiled it for me to be honest, it'd be interesting to see how probable would be this scenario within the realm of the original table top RPG - because here, it almost felt out of place and it really brought down the overall feeling of a pretty solid game for me:
It is a solid experience, took me about 19hrs or so in total. However I would recommend it to others only with the above caveats taken into consideration. I also bought Dragonfall which I believe is the second entry in Harebrained Schemes' Shadowrun Trilogy & from what I've been hearing so far it improves on Returns in almost every possible way, so I am quite thrilled about playing it.
Around the time of the Steam Summer Sales, Humble Bundle gave away Shadowrun Returns for free. So, like a corporate tool I blew about 60 bucks in the Steam Sale, and then spent the next months playing the game I got for free.
Why? Because it turned out to be quite neat. Shadowrun returns is a tactical RPG with an isometric view and a nice smooth engine behind it. Combat is smooth and interesting. Happily so, because there is a lot of it. Like most tactical RPG's this is basically one big feast of cover-based slaughter. It took me half of the game to figure out there was an Overwatch function, but after that you could almost hear the symphonic music as the bodies hit the floor.
But what really hooked me in was the clever and evocative writing. The intro's to every scene and the dialogues in the scenes were solid and gave off a great Shadowrun feel. I like that you could assemble your own team for a lot of the missions. I ended up selecting my favorites quite often, making them feel like my team (My man Levi! <3)
My favorite part of the game has you …
Around the time of the Steam Summer Sales, Humble Bundle gave away Shadowrun Returns for free. So, like a corporate tool I blew about 60 bucks in the Steam Sale, and then spent the next months playing the game I got for free.
Why? Because it turned out to be quite neat. Shadowrun returns is a tactical RPG with an isometric view and a nice smooth engine behind it. Combat is smooth and interesting. Happily so, because there is a lot of it. Like most tactical RPG's this is basically one big feast of cover-based slaughter. It took me half of the game to figure out there was an Overwatch function, but after that you could almost hear the symphonic music as the bodies hit the floor.
But what really hooked me in was the clever and evocative writing. The intro's to every scene and the dialogues in the scenes were solid and gave off a great Shadowrun feel. I like that you could assemble your own team for a lot of the missions. I ended up selecting my favorites quite often, making them feel like my team (My man Levi! <3)
My favorite part of the game has you make a full-frontal run on a big corporation. The game does a great job of conveying what a suicide run this is. You pull it off, but you can't get the payload. So you stay in the building overnight and next day you emerge as a janitor to see if you can social engineer your way to the safe.
As a janitor they make you clean up all the blood and gore you left last night, you see what corporate drones take the fall for all of the fallout you caused. The descriptions here are so beautifully written from the point of view of a runner, that you really do feel like your infiltrating a corporate world you despise.
A lot of love went into this, and I enjoyed it!
Story is engaging if perhaps a little predictable. The leveling system is fine. Interesting and low investment as a peak into this world, but not something I would recommend to anybody. There are better CRPGs, better dystopian or cyberpunk settings, and better stories.
That last mission was so tedious it turned me completely off.
I didn’t expect much for Shadowrun Returns, but I was quite surprised. Shadowrun has some very remarkable characters and story that was enjoyable, and its RPG like character interactions of which blend well into the universe and story. Its combat is in the same vein of X-COM in that it is a top down turn-based strategy which works very well, so if you like X-COM you will be right at home in Shadowrun Returns.
I went into SR not really knowing what to expect. I'd never played the PnP but have a sourcebook and rulebook for it (i am weird, i collect such things) I like the world and what it portrays. (It's cultural significant in the time period it was written and has a creative twist to RPGs of the day) This reboot really brings a lot of things together nicely, it's satisfying to play if you like that kind of dialogue focused game with lots of reading.
First, SR has a nice slick graphic style. Isometric scenes that are reminiscent of black isle era. This suites the game well in how it feels. You feel like you are moving through a module act by act. You'll progress through main acts, which are adventure/puzzle like sequences then branch off into combat or hacking sequences.

[The matrix is a bit simple in SR, it is visually more impressive and embellished in the later sequels]

[Turn Based Combat, easier for some classes than others]
As much as I liked it, there are some drawbacks. I played the game early, it's probably been improved, but in some spots it feels soft. The balance feels a little …
I went into SR not really knowing what to expect. I'd never played the PnP but have a sourcebook and rulebook for it (i am weird, i collect such things) I like the world and what it portrays. (It's cultural significant in the time period it was written and has a creative twist to RPGs of the day) This reboot really brings a lot of things together nicely, it's satisfying to play if you like that kind of dialogue focused game with lots of reading.
First, SR has a nice slick graphic style. Isometric scenes that are reminiscent of black isle era. This suites the game well in how it feels. You feel like you are moving through a module act by act. You'll progress through main acts, which are adventure/puzzle like sequences then branch off into combat or hacking sequences.

[The matrix is a bit simple in SR, it is visually more impressive and embellished in the later sequels]

[Turn Based Combat, easier for some classes than others]
As much as I liked it, there are some drawbacks. I played the game early, it's probably been improved, but in some spots it feels soft. The balance feels a little off too (some classes are really hard, like adept, some are easy, like rigger) In some places the dialogue feels a little sparse. Certain sections also feel a bit 'contrved' too.
However, the setting is great, the feeling is good, the way the game is made suites these things, and the main story is pretty good, has a nice twist. It's nowhere near as in depth or mechanically bewildering like hardcore games like Temple of Elemental Evil but shares some elements in the module like approach to story progression.
Oh there's also quite a bit of mods for it too that are interesting over at Nexus sites. So there's that.
Shadowrun Returns is a competent tactics RPG with a decent pack-in campaign, an awful saving mechanic, and endless possibilities. Here's the basics: Shadowrun is an old pen and paper RPG. Cyberpunk meets fantasy. Tons of flavor and funny slang terms. That's all you need to know right now. I'll also add that I've been a big fan of the universe for a long time.
The campaign, Dead Man's Trigger, threw me for a loop. I wasn't able to get "into" it easily. It seemed broken up into discreet chunks, and the story didn't seem to be flowing in a manner in which I could grasp. Then it dawned on me: Dead Man's Trigger is a Shadowrun adventure. As in, created as if it were ran as a PEN AND PAPER adventure. Each "chunk" I felt was one night of gaming for a pen and paper gaming group. This is why it was flowing strangely to me. Once I figured that out all the pieces fell into place. Unfortunately, while the game seems built like a PnP RPG, it doesn't operate like one. You are infiltrating an organization. Unlike a real RPG, where you have unlimited possibilities, here we are bound …
Shadowrun Returns is a competent tactics RPG with a decent pack-in campaign, an awful saving mechanic, and endless possibilities. Here's the basics: Shadowrun is an old pen and paper RPG. Cyberpunk meets fantasy. Tons of flavor and funny slang terms. That's all you need to know right now. I'll also add that I've been a big fan of the universe for a long time.
The campaign, Dead Man's Trigger, threw me for a loop. I wasn't able to get "into" it easily. It seemed broken up into discreet chunks, and the story didn't seem to be flowing in a manner in which I could grasp. Then it dawned on me: Dead Man's Trigger is a Shadowrun adventure. As in, created as if it were ran as a PEN AND PAPER adventure. Each "chunk" I felt was one night of gaming for a pen and paper gaming group. This is why it was flowing strangely to me. Once I figured that out all the pieces fell into place. Unfortunately, while the game seems built like a PnP RPG, it doesn't operate like one. You are infiltrating an organization. Unlike a real RPG, where you have unlimited possibilities, here we are bound by the game's design. There's only one way in, and it's stealing a janitor's uniform.
The game is VERY combat-heavy, which was a disappointment. I was hoping to play this like Fallout 2 and connive my way through everything with limited bloodshed. Impossible here. Combat is always how you solve problems. Another sad point is 9/10 times shooting a guy in the face is the best course of action. Magic is OK, I guess. The buffs are alright. Summoned allies are OK, but eventually break summon and turn against you. Melee and ranged combat are too effective. If your character is a "Decker" (and I strongly advise AGAINST playing one, as I did) you'll find yourself useless throughout 80% of the game. Deckers are special in that they can jack into cyberspace and do battle there with security programs like the Cyberpunk stories of the early 90s. Problem is, that you jack into the Matrix like 3 times in the entire campaign and, guess what? They give you a Decker whenever you need to anyway. That means that you're not special. Every time you need a Decker the game provides an NPC Decker. There's no reason to play a Decker, as I did.
The save mechanic. Uugh. Autosave ONLY. There are discreet "levels" and it autosaves in the beginning of each. This, for me, drove up the tension (which was good), but severely crippled my desire to experiment (very bad).
My problems with the game other than the autosaving are with the pack-in adventure. If it were created differently it would be fine. They give you the exact same tools as they had to make your own adventure, so months from now we should have plenty of Shadowrun goodness from fans who are better at making adventures.
But for now it's a mediocre tactics RPG where none of your dialogue options seem to have any impact, and where Deckers are worthless.
This title has an intriguing premise, mixing cyberpunk with magic in a noir-style world, but it didn’t quite hook me. The setting is cool and the writing is solid, but the gameplay felt a bit too slow and limited for my taste. The turn-based combat is functional but lacks depth early on, eve though I'm used and quite like this kind of combat style, and the linear structure left me feeling like my choices didn’t matter much. The interface also felt clunky, and the lack of manual saving was frustrating. Overall, it’s not a bad game, it just didn’t grab me enough to keep going past the first few hours.
As for its visuals, it has a distinct and moody style that fits the Shadowrun universe well, even if it’s fairly minimalistic. The isometric perspective and static environments do a good job of conveying atmosphere, but they also make the world feel a bit rigid and lifeless at times. Sound design and music are serviceable and occasionally atmospheric, yet they rarely stand out or elevate key moments in the story.
I can see why this title resonates with fans of the tabletop RPG or players deeply invested in its lore, …
This title has an intriguing premise, mixing cyberpunk with magic in a noir-style world, but it didn’t quite hook me. The setting is cool and the writing is solid, but the gameplay felt a bit too slow and limited for my taste. The turn-based combat is functional but lacks depth early on, eve though I'm used and quite like this kind of combat style, and the linear structure left me feeling like my choices didn’t matter much. The interface also felt clunky, and the lack of manual saving was frustrating. Overall, it’s not a bad game, it just didn’t grab me enough to keep going past the first few hours.
As for its visuals, it has a distinct and moody style that fits the Shadowrun universe well, even if it’s fairly minimalistic. The isometric perspective and static environments do a good job of conveying atmosphere, but they also make the world feel a bit rigid and lifeless at times. Sound design and music are serviceable and occasionally atmospheric, yet they rarely stand out or elevate key moments in the story.
I can see why this title resonates with fans of the tabletop RPG or players deeply invested in its lore, as it faithfully captures the tone and themes of the universe. Still, as a standalone experience, it feels more like a foundation than a fully realized game. With more tactical depth and better pacing, it could have been something special, but as it stands, it left me appreciating the idea more than the execution.
A cyberpunk mixed with magic cRPG game very much reminding the classic Fallouts (1&2).
I've never heard about Shadowrun universe before playing this game. Nor do I intend to look it up at any point. The world in a game is a mixture of cyberpunk and fantasy. That means high tech combined with fireballs, trolls and elves. Not my favourite mix of things to be honest.
Shadowrun is a kickstarted cRPG with an isometric view. You control a single character - that you do have the chance to create. The number of options to choose is quite big and it's a bit intimidating at first. The bad part is that the whole game is a bit badly designed that any warrior like class will have much advantage over any mage or non-combat class. There are many options to choose but some of them are useful only once throughout the whole game which feels disappointing.
The story is as follows - your friend is killed. Upon his death a dead man switch gets turned on and you're essentially getting hired by the dead guy to find his killers. The story is quite well written and interesting. Obviously the simple job turns …
A cyberpunk mixed with magic cRPG game very much reminding the classic Fallouts (1&2).
I've never heard about Shadowrun universe before playing this game. Nor do I intend to look it up at any point. The world in a game is a mixture of cyberpunk and fantasy. That means high tech combined with fireballs, trolls and elves. Not my favourite mix of things to be honest.
Shadowrun is a kickstarted cRPG with an isometric view. You control a single character - that you do have the chance to create. The number of options to choose is quite big and it's a bit intimidating at first. The bad part is that the whole game is a bit badly designed that any warrior like class will have much advantage over any mage or non-combat class. There are many options to choose but some of them are useful only once throughout the whole game which feels disappointing.
The story is as follows - your friend is killed. Upon his death a dead man switch gets turned on and you're essentially getting hired by the dead guy to find his killers. The story is quite well written and interesting. Obviously the simple job turns into saving the world but that's how the things go usually.
Visually the game is quite nice looking - nothing spectacular but decent. The music is fine although gets bored after a while. There's no voice over so expect a lot of reading.
Shadowrun is a bit linear game. There is no free roaming like in Fallout - each location leads to you to another one. You play as a single character that hires other people to do the jobs with you - forming a pack of maximum 4 people. You control them all but don't get attached to them at all. You get to level up only your own character which is a bit disappointing. The combat is fine although way too easy. I don't think I've got a single person downed which again is a bit disappointing.
Game favours strongly gun wielding fighters - the mages, the deckers or other classes are way less useful. Even more so with their attacking abilities - mages are only good for healing and buffs - their offensive spells are no match to a trusty rifle.
Overall I had the feeling like Shadowrun Returns was build as a framework for user created content. The main campaign although well written seems not to take advantage of the tools developed for the game. It's also not that long - around 8-9 hours. Browsing through steam's workshop - there are quite a few scenarios available although most of the projects have been moved to dragonfall due to technical improvements of the sequel. But I'm not interested in a user created content - I want a polished campaign developed by developers.
In the end - I'd say the game was worth playing through especially as it reminded the good times of Fallout. The story is interesting enough despite the somewhat lacking difficulty level and linearity of the whole experience.
Бедненько. Пустенько.
Средней паршивости нуарная история в интересном сеттинге. Диалоги нормальные (по меркам нуарных детективов). Бои простые, хоть и занудные. Я и прокачивался в разговоры. А на середине игры мне выдали заварушку на кладбище, где мясом заваливают по самое не могу и начинается какой-то X-Com: ты и союзники мажете изо всех сил, а враги попадают как раньше. Ненавижу внезапные скачки сложности. Так и закончилась для меня игра.
A great "cyberpunk" RPG, with some fantasy thrown in. The story is not spectacular, but enough to keep you going.
As a game, it's just right. Not too difficult, not too easy, enough play styles that you can play it multiple times and it would feel as a pretty different game. And there's user generated content (although I haven't dabbled in that yet)
The thing I liked the most is that you have many options to develop your character, but not too many. It's a difficult balance, but this game got it right.
The story feels a bit like what would be a good introductory adventure for Shadowrun (the pen & paper). Your character will go through the story regardless of her interest in what's to come. In a linear experience, you and your team of shadowrunners will be sent on mission after mission to uncover the truth behind the death of a friend and colleague, Sam Watts. While most twists can be seen from a mile away, the story is still good enough to keep you going, and the gameplay mechanics are more than solid.
The game offered little challenge, even on hard setting. Playing a rifle-using decker has earned me the privilege of soloing through all but the final mission. Acquiring nyuen was a non-issue, allowing me to occasionally make moral choices based on my seemingly unending wealth.
Having mentioned these caveats, the game is a fun adventure that you can easily spend many hours in, one turn at a time. Tactical turn-based and RPG fans will have a good time.
Despite all negative points i liked the game for its story and its atmosphere.
When you have read some of the shadowrun novels you will be able to forgive the game`s flaws much easier.
positive
-classic shadowrun story
-good dialogs
-appropriate graphics
negative
-even on the hardest difficulty too easy
-no free roaming
-simple character progression
The built-in campaign is OK, but the Dragonfall DLC is brilliant!
3.5 stars.
At first I didn't enjoy the smaller scale detective fiction orientation compared to Hong Kong - the only other Shadowrun game I've played so far.
But I started feeling engrossed as I progressed (comparisons with Altered Carbon were inevitable); the short and less mouth-flapping dialogues were more enjoyable too (especially when English is not your mother tongue).
But somewhere mid game It started to feel boring, little to no battles, as if I was reading a visual novel.
The skill tree is not fully fledge as in HK, you don't get companions permanently.
The hit chance/percentage is even more broken than in HK (did I hear missing a 90% attack 3 times in a row!?).
The unfolding of the main mission loses intrigue and cleverness.
The outcome of decisions are virtually null.
Yet, it is a very decent game for a such rich cyberpunk fantasy folklore, even though it doesn't expand the lore, at least it explores it.
This IP should get the same AAA treatment as The Witcher, CP77, Fallout or Baldur's Gate 3 got.
There's nothing particularly wrong with this game, but also nothing particularly excellent about it that I want to call out either. I played a big chunk of it, but I'm just kinda like "okay I'm done now". Not a bad way to spend some time, but I can't recommend to go out of your way to play it.
A fantastic cyberpunk world, where the history of the game captivates the player to the last chapter. The player has complete freedom to customize their character from the beginning of its creation until the end. A strategic rpg where every move counts. A game where the player can play again having always a new experience from the different races and classes.
I REALLY wanted to finish this game. I have like 15 goddamn hours logged into it, way more than is necessary imo but then again I have a huge problem with game length for the sake of game length, so, and ultimately what it comes down to is that I just can't take this tactical bullshit anymore. It's SO good but it's so soul crushing that I just can't do it anymore. Having to fight the same battles 25 times in a row or more all because of some little nuance in a characters tools or something, and man, I just...I wanted to finish it, and I came so close I think, but I just can't do it. It's a fantastic game with a fantastic story that I wish I could see through to the end, and I rarely if ever give up on things, but I just can't pull this one out. It's too long and it's got too many faults at its core for it to not be overly frustrating, not so much in the battles but especially so in the decking stuff. Washing my hands and walking away.
The first cRPG I've ever played. It made me decide to finally get into the genre, as well as researching some more cyberpunk titles. Beat it in four sittings, the last one having lasted for 6 hours. I just couldn't put it down.
I don't know how to rate this game. Shadowrun Returns is a game that relies heavily on player-created content. They released a very robust adventure creation kit with every copy. So games depend on who writes them. There is no "THE WORLD IS ENDING SAVE IT!" kind of story here. You're just a runner looking to make a buck, and I like that. The adventure that comes packed with the game, though, isn't proving to be very good. The combat is dull, and the death penalty is somewhere between modern day (barely any) and 1997 (you lose a ton of progress). It's a tactics game, so turn-based, action points (move twice or move once and shoot, etc, etc), equipment loadouts and all. Problem is that there's barely any customization. You either shoot guys, hit them with bats, or shoot fireballs at them. Sometimes you can summon a beast or something. I'm playing a "Decker" who is a tech-head who jacks into computers and fights it out in cyberspace. In normal combat (85% of the game) I'm gimped. In cyberspace combat I'm good, but the adventure I'm on barely has any of that. I love Shadowrun's universe and have been following …
Read MoreI don't know how to rate this game. Shadowrun Returns is a game that relies heavily on player-created content. They released a very robust adventure creation kit with every copy. So games depend on who writes them. There is no "THE WORLD IS ENDING SAVE IT!" kind of story here. You're just a runner looking to make a buck, and I like that. The adventure that comes packed with the game, though, isn't proving to be very good. The combat is dull, and the death penalty is somewhere between modern day (barely any) and 1997 (you lose a ton of progress). It's a tactics game, so turn-based, action points (move twice or move once and shoot, etc, etc), equipment loadouts and all. Problem is that there's barely any customization. You either shoot guys, hit them with bats, or shoot fireballs at them. Sometimes you can summon a beast or something. I'm playing a "Decker" who is a tech-head who jacks into computers and fights it out in cyberspace. In normal combat (85% of the game) I'm gimped. In cyberspace combat I'm good, but the adventure I'm on barely has any of that. I love Shadowrun's universe and have been following it since 2002. I was really hoping for there to be more here (I backed it at a high number on Kickstarter) but I'm just not seeing it. I'll give it a few months and see if anyone makes something truly unique, and I'll give the adventure creator a shot myself.
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