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 …
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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.
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