Shadowrun Returns Review

August 9, 2013

Tabletop-gaming timeless Shadowrun was released to a subdued audience of pen-and-paper die-hards in 1989, and rapidly took a niche for itself by fusing fantasy with cyberpunk in a dystopian vision of the future that was all its own. More than 20 years later, Shadowrun Returns (established by a group led by Shadowrun developer Jordan Weisman) obtains the 2D isometric view from a very early ’90s Super Nintendo adaptation, but it most symbolizes the open-ended heart of tabletop gaming. It’s truly about the democracy of storytelling.

Shadowrun Returns acts more like a platform for adventures than a single, certain game, although the accepted fiction of the Shadowrun universe is still at play in canonical entries like the included episode, The Dead Man’s Switch. This is as close as Shadowrun Returns gets to a real, developer-defined Shadowrun experience, as it follows the eight-hour trajectory of the player character’s retribution quest across a near-future cyberpunk Seattle filthy with groups, cults, and the corporations that support them.

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You’ll split your time in between putzing around crime scenes, interrogating investigators and business-elves, stocking up back at the sub-bar substance, and going on raids that inch the characters closer to the gruesome truth behind the untimely end of the protagonist’s old friend, Sam Watts. Combat follows exactly what’s become an accepted cadence in deliberate turn-based RPGs, with players clicking characters and telling them where to move and shoot, and play is controlled by class options. Assassins will slip, technomancers will hack, and street samurai’ll slice and shoot. It’s missing a much-needed celebration system– you can hire various other runners to accompany you on objectives, however they cannot be tailored and do not actually play a part in the story– however individual player development choices are robust and meaningful.

A couple of amateur strokes drag things down, however. The periodic graphical and movement problems– consisting of animation hangs or misplaced bullet tracings– are more charming than disturbing, however the inefficient save system can result in genuine frustration. Instead of allowing players to manually conserve, the game auto-saves at the start of each new phase, which typically is not enough. Pair that with the frequent walls of text that comprise the bulk of character communications, and The Dead Guy’s Switch can bog down even dedicated players, never mind series newbies.

Developer Harebrained Schemes has more to offer than its premade episode, however. The real prize in this cereal box is the box itself: that is, the engine and assets that the game works on, which can be quickly adjusted in the situation editor and afterwards uploaded to SteamWorks to share with the area. The majority of builds since this writing are pre-alpha and not especially beneficial, but the prospective energy of this system use the exact same hive-mind technique as Bethesda’s effective Creation Kit and Valve’s Source editor. When the ‘skillfully developed’ content is as sparse as it’s here, player-created stories gain the focus.
The bottom line. The consisted of campaign is not really great, but empowering players with storytelling devices is the heart of tabletop gaming, and that’s where Shadowrun Returns excels.