Find A Review

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

No comments:

Post a Comment