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Some thoughts on the Shadowrun series

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Weblinks: Official Website, Steam, GOG.com

Throughout my life I have had several dalliances with CRPGs but rarely found any that I could settle with. I admired the artistry and depth found in Spiderweb Software and Basilisk Games titles, but I was never able to get engrossed in any of them. Dungeons of Dredmor wormed its way into my heart, but I have yet to be as enchanted by another roguelike. I was able to grind through more action oriented variants such as Torchlight, but they always left me feeling burnt out and cold.

I wanted to find at least one larger role-playing series I could get down with, and it was with this in mind that I purchased Shadowrun Returns in September of 2015. It then sat in my back catalogue for over a year. First funded on Kickstarter in 2012, Shadowrun was one of the more high profile titles to be sold on GOG.com as part of their initial Linux offerings. Having some time free after my seasonal bee job and being in desperate need to unwind, I decided to give the game a try.

Shadowrun Returns is a successor of sorts to a couple of RPGs released for 16-bit consoles, which were themselves based on the original Shadowrun tabletop games that first came out in the late 1980s. As such it is set in an already well defined universe with cyberpunk that is so William Gibson that BBS remains popular right into the 2050s. The premise is built around an event known as “The Awakening” wherein magic returned to a world already deviated from our own by advanced technology.

Rather than focusing too heavily on this setting though, all of the Shadowrun games instead try to explore the very personal stories of a group of people called Shadowrunners, mercenaries doing their best to navigate the chaos by taking on the sort of odd jobs that others shy from. It is in this that Shadowrun can stand out, as by having you get involved in the intimate details of its settings and characters a deeper connection is formed than if you were simply playing as an amoral operator.

 

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I decided early on to make a conscious effort to be the "good guy" in any given situation, often taking the more challenging route if I thought it would give me the happier outcome. It is this kind of discipline that an effective role-playing experience thrives on, as by setting rules for myself it gave the game narrative something coherent to latch onto. By sticking to a certain path additional branches opened up, which resulted in a more satisfying ending for the main campaign.

This same strategy also saw me through the two followup games Shadowrun: Dragonfall and Shadowrun: Hong Kong, both of which were released as additional standalone titles featuring unique content. Gameplay consists of conventional skills levelling as well as turn-based tactical encounters, having you take control of a selected team of Shadowrunners against an assortment of enemy units which vary based on the mission you are performing.

Three essential archetypes exist for character creation. Street Samurai and Physical Adepts bear the brunt of combat, Mages and Shamans provide magical support, while Riggers and Deckers control drones and jack into the Matrix respectively. The Matrix is an abstract representation of computer networks, which are again navigated through tactical turn-based combat, although in Hong Kong there is an added puzzle element, even if it does mostly just consist of a game of Simon.

I played as essentially the same Street Samurai character in each game, but no matter what you choose you will still need to create a balanced team containing at least one of each archetype before starting a mission. My aversion to decking, for instance, caused me to be unable to perform certain tasks with desirable ends on certain missions, although the game will force your hand if a certain character class is needed in order to advance the game.

 

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Narrative is relayed to the player through the use of extensive dialogue trees and long streams of text, while the game world itself is made up of hand painted backdrops overlaid with 3D objects and characters. The result is a far more thoughtful experience than what at first might be anticipated, with your own imagination still being called upon to fill in the gaps left by this minimalist approach, something that also helps bring the games that much closer to their tabletop roots.

In “Dead Man’s Switch”, the main campaign of Shadowrun Returns, the story takes the form of a noir detective mystery, while in “Dragonfall” the struggles of a team of Shadowrunners are chronicled living in the Kreusbazar of anarchist flux state Berlin. All three of the games explore class and racial divides through the eyes of their magically segregated characters, using them as convenient analogues for real world political conflicts and prejudices.

“Hong Kong” is by far the murkiest campaign, both in terms of writing and tone, and it may be for this reason that it was my least favourite. There is very limited room for growth when you are working for a cruel crime lord, and I also could not help but notice the amount of copy editing mistakes increased sharply with this release. After playing all three games in a row though, I am sure that some of my coldness here could just be ascribed to player fatigue.

Still, the fact remains that Shadowrun was not only the first CRPG series I found compelling enough to play through all the way to the end, but one that I also found myself invested in enough to purchase additional instalments soon after playing the first. With this experience under my belt I might finally be able to dive into a genre which has always existed on the periphery for me without any real accessible point of entry. Shadowrun gave me that, and for that I am grateful.

Article taken from GamingOnLinux.com.
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About the author -
author picture
Hamish Paul Wilson is a free software developer, game critic, amateur writer, cattle rancher, shepherd, and beekeeper living in rural Alberta, Canada. He is an advocate of both DRM free native Linux gaming and the free software movement alongside his other causes, and further information can be found at his icculus.org homepage where he lists everything he is currently involved in: http://icculus.org/~hamish
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tuubi Jan 23, 2017
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I just started Dragonfall a few days ago, and so far it's all right. Based on what little I've seen, I'm not expecting anything as mind-blowing as Planescape Torment or FO2 were and still are. Good old Arcanum and the not-so-old Wasteland 2 definitely impressed me more as well.

Despite this I have a feeling I will not be too disappointed when I'm through. The game might not end up getting the "Favourite" label on GOG from me, but thus far I don't regret going ahead and buying Hong Kong as well. There's more text in HK you say? Awesome. So far I'm definitely enjoying the story and the atmosphere more than the IMHO slightly tedious fighting.
neowiz73 Jan 23, 2017
I like this reboot of Shadowrun. I've completed Returns and Dragonfall, both I liked a lot. I haven't gotten around to playing Hong Kong yet. I'm sure I will eventually. I wouldn't say it's the most engaging CRPG i've ever played but it is fun in a retro classic sort of way.

If someone could take Shadowrun and use something like the Creation Engine and make it an awesome non-linear sprawl like Skyrim with mod support and make it work on Linux then I'd call that the greatest Shadowrun game ever. but I'm not going to hold my breath :P


Last edited by neowiz73 on 23 January 2017 at 9:46 pm UTC
ziabice Jan 23, 2017
Quoting: Hamish
Quoting: ziabiceI liked the first game because of the setting and the very good Italian translation, then bought the second episode, but the lack of translation stopped me to play it (there's a lot of text).
As an English native speaker one is often unaware of just how easy it can be for us to pick up a game and expect it to work in our language. Being reminded of this more can only be a good thing for developers.

Playing RPGs and Adventure Games in a foreign language that you aren't very proficient is very hard: a lot is lost in translation.

I have to admit that while I was playing the first Shadowrun, despite its evidents flaws, I asked myself why I continued: it was because of the very very good Italian translation. It was really fantastic, and managed to create that atmosphere that is fundamental for a RPG or Adventure game.

It's 2017, and developers should understand that they could at least provide subtitles or a way to let users create amateur translations. As an example: we have now a fantastic Italian translation for Baldur's Gate: Enchanced Edition that is included in the original game, at no cost for the developer, thanks to the efforts of the community!

And yes: I don't buy anymore games that at least don't offer subtitles in my native language.
Colombo Jan 23, 2017
Quoting: HamishI am not sure I caught that, unless you are referring to the backstory for Glory in Drangonfall instead?

Nope, SPOILERS ... Duncan ... you need to really start reading into his story, he mention dating girl before and then, if you continue talking with him, you find out that he is gay. It is very subtle, you don't find him screaming it, it does not "define" his character and it is not thrown into your face, as in other games and media it is often done. And it fits and kind of explain his struggle and inability to fit into society when he was young.


Last edited by Colombo on 23 January 2017 at 10:39 pm UTC
Janne Jan 24, 2017
The first instalment was fun but felt a little railroady. Dragonfall was much better, with a great story arc and fleshed-out characters. That one really feels a little like playing the tabletop RPG. One of my favourite games for the past couple of years. I've yet to start Hong Kong, since I'm busy with other games.
Hamish Jan 24, 2017
Quoting: ColomboNope, SPOILERS ... Duncan ... you need to really start reading into his story, he mention dating girl before and then, if you continue talking with him, you find out that he is gay.

Ah, okay, that makes sense. I guess I just spent too much time chatting it up with Racter about how the future of humanity will be our transition to psychopathic cyborgs instead.
tmtvl Jan 24, 2017
I really love Hong Kong, the main campaign is great and it's got my favourite module: The Caldecott Caper. I'm actually considering playing through it again after I finish Tyranny.
drmoth Jan 24, 2017
Quoterougelike

Roguelike!!

(sorry, it's my pet hate)
Purple Library Guy Jan 24, 2017
For some reason the Shadowrun series really hits my sweet spot. Well, for one thing, I used to play Shadowrun pencil-and-paper and I'm quite fond of the setting, so I was quite pleased to see something that seems quite true to the game. But I like the combat quite well, and I find the amount of character improvement and acquisition of novahot goodies is enough to see a pretty nice progression from mediocre to asskicking over the course of one of the games. And I like the stories and such, and I find for me the pacing is a fairly nice mix between story and fighting. And I've enjoyed trying a few different kinds of characters; even within say Street Samurai, your tactics are quite different if you go with a sniper than if you put together a hand-to-hand cutter type.
Dragonfall is probably the best, but I like the other two--even the more basic one, Shadowrun Returns. A lot of people damn that one with faint praise, but I actually find it pretty good--although I'd love to back-port some of the other games' more advanced magic and cyberware to it.

I too never had Stupendous Man's problem with saving, by the way.
Julius Jan 24, 2017
Since it includes a pretty good mission editor it seems, any recommendations for additional fan made content?

Also, how is the Android version input wise? Maybe I'll play some fan made content on the go instead
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