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January 3, 2015

Shadowrun: Dragonfall (2014) by Harebrained Schemes


I greatly enjoy tactical RPGs when they're done right. I'm a big fan of the Tactics Ogre and Final Fantasy Tactics series, and that plus an affinity for cyberpunk novels are mainly what drew me to Shadowrun despite never playing the original SNES or the tabletop RPG.

I played Shadowrun Returns and enjoyed my time with it save for a few key complaints, mostly around the pacing, shallow combat, and characterization. I'm pleased to say that all of those issues are cleared up with this game, and that it's an utterly fantastic title. I went so far as to recommend that people skip Returns completely in my review of that game and proceed onto this one instead. It's that much of an improvement.

The pacing problems I had with Returns often caused me to lose interest in the game and stop playing it for weeks at a time. Those issues are completely alleviated here. The game seems to have taken some inspiration from the Mass Effect series, as missions are structured in a similar manner in Dragonfall. Something happens in the first mission of the game that creates an overarching plot, and you're gradually working towards the solution of that by taking odd jobs to build up your bankroll. You're also conversing with your regular allies--something else that Returns lacked that I disliked--and completing missions specifically regarding their background. It worked excellently in Mass Effect, and it really works well here.

The combat has taken even more inspiration from XCOM: Enemy Unknown, and it now feels far more fleshed out than it did in Returns. Each class has far more depth than it did in Returns, and there are more opportunities to utilize the environment in interesting ways. Some of my favorite missions in the game involved the opportunity to have your computer hacker operate in the Matrix, simultaneously fighting a tactical battle in a cyber world with the aims of unlocking doors and disabling or even turning the security systems to your teams side while they proceed with a battle in the real world. There are some incredibly compelling race-against-time type missions in this game that require that sort of thing. It creates a ton of suspense and allows you to take combat in exponentially more directions than the first game did.

The characters and the story in this game is the largest improvement over Returns, though. Your squadmates have obviously been crafted with a caring touch, and they feel like well-rounded human beings (or metahuman beings), which is a far departure from the hire-a-mannequin system that Returns did. They've got their own motivations and their own reasons for being there, and they're not always going to agree with the path you're taking. I even feel like I got a deeper roleplaying experience out of my player character than in Returns. I felt like I had more opportunity to inject my own desired personality into him, which I hadn't realized I was missing in Returns until playing this game. Even the minor characters are compelling, from the civilian engineer dwarf roped into a job she has no interest in doing to the loving Grandfather who works as an accountant but also moonlights as an assassin for a loanshark named Meat Grinder, who he hilariously refers to as "Mr. Grinder". Writing is the strength of this game, and it would have compelled me to continue onward and finish even if I didn't really like the combat.

I should also mention the music, which was of quality in Returns but seems improved here. I read somewhere that the composer for the music in the original SNES game did this one as well, which was interesting to me. It's very good, and it properly encompasses the mood of a world that's caringly built as an homage to William Gibson's in the Sprawl trilogy.

Gibson, for those who have never heard of him, is to cyberpunk what Tolkien is to fantasy. His novel Neuromancer, released in 1981, inspired a great many of the ideas included in this game, particularly the Matrix, which is nearly unchanged from those novels. I'd highly recommend the fans of this game pick up a copy of Neuromancer and immerse themselves in the grassroots of the cyberpunk subgenre.


The only real gripe I can think of is the way the game depicts corporations. It's utterly cliche, uninteresting, and tiresome. Look, I'm no fan of stodgy, bureaucratic, inhuman multinational corporations. But not every company is Comcast. Literally every corporation in this game is depicted as maliciously evil and self-serving to the point where the player is dealing with atrocity after atrocity. The one "good" CEO in the game is promptly fired for not putting the bottom line first. That's just boring storytelling. There's great value in turning the cliché on its head, and it would have been nice to see a depiction differing from norm since the writers did such a good job of that otherwise.

In conclusion, this is an excellent tactical RPG set in a well-crafted world. It's beautifully presented, beautifully written, and just a hell of a lot of fun. Hairbrained Schemes has met all of the potential set forth by Shadowrun Returns, as this is probably the best RPG I played in all of 2014.

⭐⭐⭐⭐

Playtime: 52 hours

Shadowrun Returns (2013) by Harebrained Schemes


I was excited to play Shadowrun Returns simply because I'm a big fan of both tactical RPGs and cyberpunk. I've read William Gibson's work and liked him, and Final Fantasy Tactics is one of my favorite games of all-time.

This game is obviously influenced on the combat side by XCOM: Enemy Unknown, which I loved. But I found it to be a bit light as far as tactical RPG depth. The robustness of the different systems in play in XCOM, including the greatly varying types of enemies and huge differences in classes and abilities, is just not present in this game. Now, a game that relies on a very basic combat system is certainly not always at fault for doing so, but it's got to be a strong enough core mechanic to carry the weight of the entire combat system, otherwise is just gets boring. This game is nearly there, but I just don't feel that the tactical combat in this game is solid enough at its base to accomplish that. It requires a more robust, deeper experience.

RPGs will always grapple with their pacing. It's easy to leave a player a bit too long in a hub world, and make them feel bored with some of the more tedious tasks they're assigned there. The pacing in this game suffers from that problem. You're spending too much time running around aimlessly, chatting people up, and doing other miscellaneous things. Again, there's just not enough depth here. I don't feel like too many of the things I'm doing actually matter. They don't interest me. I'd be itching to get into more combat, but then I'd actually get into and get bored of that, too.

The writing is there, but I didn't find any of the characters particularly compelling save for Sam Watts, who doesn't get much screentime.

Shadowrun Returns is not an offensively bad game by any means. It's actually a very promising one. It's a portent of what's to come from Hairbrained Schemes. This title is one of those examples of a developer getting their feet under them with some nice basic design and then releasing an initial effort. The obvious emphasis is on core systems: The building blocks are here, and they've got a lot of potential. But the combat system, the characters, and the pacing leave a lot to be desired.

The emphasis on community developed content is a strong one as well, so there's a lot to do here outside the main game. But as a standalone game, I can't recommend Shadowrun Returns simply because I highly recommend its standalone successor, Shadowrun Dragonfall. Dragonfall succeeds in every category of Returns that I found wanting. I'd recommend to anybody considering Shadowrun Returns to skip this title and play Dragonfall instead. It's really a fantastic game.

⭐⭐

Playtime: 18 hours