Tuesday, August 6, 2013

Shadowrun Returns - Review


Finally, it's a long time since I've actually finished a game like this, to be actually qualified to review one so I'm going to jump right in here and get to work.

Shadowrun is an RPG of old school design, you navigate diaglogue tree, make moral decisions and command troops in turn based combat as you make your way through a cyberpunk story featuring evil corporations, morally ambiguous runners and spoiler alert, evil space bugs.

So, this is where I flash my credentials. I played through Baldur's Gate 2 back in the day and had countless hours of fun with Fallout one and two. This is my kind of game, no two ways about it and it's been so long since we've had something decent I jumped right in.

The Theme: The theme here is cyberpunk, a particular form of cyberpunk involving Elves and Orks called Shadowrun. Personally, I don't like the Fantasy in my cyberpunk but really, you can get away with just pretending those guys are just horribly mutated individuals. The different races have little impact on the story and you'll really need to be focusing on a skill hard for the race restrictions to matter much.

Fantasy elements aside everything cyberpunk is in place, mega corporations, hackers in cyberspace and so on. Overall it's satisfying but I could see people being put off by the lack of cyberpunk “purity” in the setting.

The Story: The story starts strong but tapers near the end, perhaps outstays its welcome by one or two hours while being a very short game in the first place. It took me about six hours to finish, the first four hours were very solid but then things got a little downright stupid. It also loses points for being extremely linear which hurts the most in the sections you spend in cyberspace. In what is essentially the internet being railroaded to one or two points, fighting the same enemies and then reading a piece of text just felt like such a wasted oppurtunity. What can't I hack into people's personal bank accounts, blackmail corporations or just be a general nuisance.

There's enough story here to pull you through the game, that's for sure. Not the strongest but serviceable.

The Combat: First of all, the combat is fun and that's the most important thing for a game like this. It's not overly challenging but you'll find yourself making some interesting decisions and nowhere is this more pronounced than in the sections where one of your team is in cyberspace hacking away and the rest of the team need to hold off enemies in the real world. These sections represent the game at its best and are extremely enjoyable.

Being fun, it's easy to forgive the combat for being completely and utterly broken. For example, I build a decker character. A decker focuses on combat in cyberspace and neglects it in the real world, that said all I needed was the starting assault rifle and the “Full Auto” skill to two shot essentially every enemy in the game. Full Auto is unlocked incredibly early, the only drawback that it forces a reload after being used twice. Things get even more fun when the same skill applies to the automatic shotguns in the game, these will more often than not take fools out in a single action. Is this thematic and fun? Yup. Is this balance? Probably not, but I can get over that. The one issue that can't be forgiven as easily is how underpowered close combat weapons are as a result. But whatever, who brings a knife to a gun fight. Likewise with magic or shamanism, leave that Dungeons and Dragons shit at home.


Overall: Shadowrun Returns will not be remembered as a classic, the controls are too finnicky, the story too janky and the combat poorly planned. What it will hopefully be remembered as is the harbinger of the wave of Kickstarter RPGs that blow our minds. It's a light aperitif that whets our appetites before the main course arrives and it fills that role remarkably well.