Jul 25, 2013Shadowrun Returns is nice. But nice isn't great. Which is a serious disappointment after all those enthusiastic videos from harebrained and those positive previews all over the net.
The story is good. Sometimes it feels like it's written by a pubescent nerd, but anyone familiar with Shadowrun shouldn't be surprised by that. It fits the universe and is very entertaining. (+5)
The only problem is, that it doesn't feel like any choice you make matters. The story just goes on and on in the same direction, no matter how you behave. But that can be fixed by custom campaigns created by the community. (-1)
The combat is good, too. Its nothing surprisingly great, but a well made turn based tactical combat system. Not too hard and not too easy, just generally well made. (+4)
A serious issue are the technical shortcomings:
* There's no save system except for autosaves on map changes. This can get really frustrating when real life calls and you have to quit before finishing a map. To me, this is a fail at game design. (-3)
* The UI is clearly made for touch screens. Its just ugly. Everything feels kind of out of proportion and needs to be clicked. Very much not intuitive and no shortcuts whatsoever. Which leads to the next problem.. (-1)
* No customizable keybindings. You can't even switch weapons with the mouse wheel. You have to click the up and down buttons on the screen. Same goes for spells, which cant be used by pressing a number but have to be clicked. This is really bad design and clearly shows harebrained's origin in mobile gaming. (-1)
The background graphics are great. Much love was put into them and there's so much detail, it's always great to see such nice 2D graphics. (+1)
But then there's the character models. It seems the background was much more important to harebrained than the characters. They seriously lack detail in any way and generally look quiet bad. Its nothing game breaking, but really sad to see. (-1)
The bright beacon of hope for this game is the mighty editor. The community gets all the tools to create their own campaigns and addons which is a lot of fun to do and gives hope for custom content, that fixes some of the negative aspects of SRR. (+1)
In conclusion, I don't regret backing the game, but I'm also not satisfied with it.
The technical shortcomings need to be fixed asap to make this nice game for fans into a fun experience for everyone!
4 of 10… Expand
Jul 25, 2013An amazing game living up to the Shadowrun name. If you weren't a fan of the series before you should be now. Beautiful artwork and great tactical strategy elements mixed with true Shadowrun RPG style. Also the ability to create your own complete runs adds INFINITE possibilities.
This game has SERIOUS superior re-playability
Jul 25, 2013The game is good, but there are some major down points being glossed over by fan-children or sales representatives.
1) No save anywhere system. You can and will lose up to 30 mins. of progress because you did not hit the checkpoint. There is no save after a certain time either, its only on checkpoint, so if you have to do something, or are otherwise interrupted, you end up going back through a lot of dialogue and decisions you have already made, not just combat.
2) Unlimited ammo. Got a sweet rocket launcher? Shoot it forever.
3) Extremely linear; hopefully the user created campaigns are better.
Still probably a good game for a Shadowrun fan; if youre not a fan, you might want to wait for a sale.… Expand
Aug 4, 2013After completing the game and spending some time working with the User Generated Content tools, I'm afraid I have to drop my original score from a 6 to 4. Below is my original review with some minor revisions to address the change in score:
I was really stoked for a reboot of the CRPG version of Shadowrun, especially after Microsoft and FASA tried exploiting the world for a terrible FPS years ago. I loved the PNP version and played both the SNES and Genesis Shadowrun games so when I first heard about this I was excited.
Unfortunately, if you're looking for a CRPG in the style of older ones, keep walking. Shadowrun barely qualifies. The game offers the typical Shadowrun classes but then makes them completely arbitrary and therefore meaningless, since a "perk" of the game is that you can make your own "class" by assigning your own points anywhere. It took a modder to create a loot system because the devs themselves didn't put it in (mobs always drop the same items all the time in the base game), and there's no difference from character to character or "choice" to "choice". Most of the time spent will be spent reading, not playing, and combat is so simplistic, even on the harder difficulty levels, that you have to be a complete moron to fail at it.
For the classes and skill point themselves, they're ultimately meaningless. Dump enough points into health and one attack type and you'll win. If you want to play the game on "EZ-Mode", remember these two words: Street Samurai. "Stat" checks to accomplish things in the game are exceedingly rare, and stat checks in dialog trees are pointless because they always funnel you to the same place without adding anything of real substance. You can't augment your specific class by hiring Shadowrunners e.g. a hired Decker cannot unlock a datapad that requires Decking so Shadowrunners are basically just cannon fodder to make the game even easier.
Then there's the save game issue. Saving by checkpoints, causing players to repeat entire sections of game (mostly reading the same dialog over again) simply because the devs couldn't be bothered to add in a simple quick save, state save, or save on exit capability is ridiculous. Case-in-point: The game crashed, hard, early on in my first Shaman (in the Redmond Barrens), and the save system was so borked that it hadn't even saved, at all. About an hour of play was completely erased, leaving me to start over from character creation.
I'm sorry to say that this game is more akin to reading a b-rated, poorly written graphic novel than playing a game. There's little connection with the characters, the game is broken down into completely linear chapters with few side quests to do, player agency is minimal, and the writing bounces between well crafted and bad fan fiction. Credit where it's due, though: the background art is amazing and the music is top notch.
Originally, I had said "save your money and wait for a sale, or wait for user generated content to make the game worth purchasing". However, after playing with the UGC toolkit, I can't even recommend the game for community content. This is because the toolkit, while expansive, doesn't allow content creators address the fundamental flaws in the Unity engine itself. All addons are going to be as linear as the original main episode, and the RPG elements will always be lackluster because these are core components in the engine that simply cannot be "edited" through the toolkit. There will never be a community "open world" addition because the engine simply cannot allow for it. Even the BEST user generated content for SRR will suffer ALL of the same foibles of the core game.
If you're looking for nostalgia, just replay Fallout 1 or 2, or pop in Shadowrun for SNES or Genesis on a handy dandy emulator and save your money for a better game. I guess Harebrained can at least be happy in knowing that a 4/10 is still better than what I'd rate Shadowrun the FPS.… Expand
Jul 26, 2013Obviously, the game doesn't deserve a zero. Let's reserve zeroes for games that are released in an alpha state or are just well-disguised computer viruses. I want to like Shadowrun Returns, I really do. I was looking forward to this game for the full month before it came out, and while I was never a die-hard Shadowrun fan, I've always loved CRPGs, grit, grime, and sci-fi.
The emphasis there should go on the CRPG part. I was looking forward to reliving the wonder of my youth, playing Fallout and Fallout 2, owning a character, exploring a filthy wasteland. You know, that sort of thing. I was also looking forward to well-written dialogue, colorful characters, and maybe the occasional voice-acting on an important NPC. What I got was absolutely none of that. Literally, none.
Gameplay. Okay. Well, the gameplay is good. It has XCOM written all over it, and I loved that game. But even XCOM was more open-world than this. Shadowrun Returns doesn't even attempt to give you any sense of freedom or choice, not even the proper illusion of control, it just straight-up demands that you take it by the hand and be lead through a guided tour.
Playing this game brought on an increasing sense of claustrophobia, as I kept waiting for the "big reveal" in the story, the point where you're let off the chain and allowed to forge your own path on the dark streets of Seattle, or maybe explore the outside and meet tribes (I was a shaman, it was cool). But no. Never happened. And the closer I got to realizing this, the more angry and disappointed I felt.
The salt on the wound was the heinous, purple-prose writing I had to endure. I was being bombarded constantly by characters giggling and tittering and being "my bestest pals ever" despite the fact that I found them obnoxious, and really, the worst of all, moments where the writer's description of what the character is doing actually ECLIPSES the dialogue itself.
This isn't to say the writing is always bad, some of it is decent, and the core plot structure is ace. But some fanboy/fangirl on the staff was way too jazzed to be there, and it comes through in the overseasoned roast that is some of the dialogue screens.
Speaking of which, as someone who always tags speech, invests in charisma, and likes getting the conversational upper hand, I was sorely pissed that despite the game having a ton of etiquette options, the whole thing is so damn short, I'm pretty sure some of them were actually missing. Like, you never got a chance to use it, at any point. I could be wrong, but I sure didn't see them.
The conclusion? This game failed to live up to what my expectations were, so hard. Even without that crushing disappointment tainting this review, I'd still give it no higher than a six for the hives-inducing purple prose and gameplay issues. Checkpoint saves, really? What the dude. And where's the loot system? And it took me like two hours to figure out how to swap equipment without buying something in a store!
Weren't you guys like 500% funded on kickstarter? This is seriously the best you can do? I guess it all went to just making the engine instead of a full-fledged game. Which is fine. Was also hoping for a NWN style multiplayer aspect. But no. Frowny face.
The game should be billed as a "Shadowrun single-player CRPG engine" not the "CRPG throwback nostalgia bender you've been waiting for, person between ages 24 and 40." I guess there's always those other titles being made in kickstarter.… Expand
Jul 25, 2013This game is billed as being an amazing, in depth RPG with tons of choice and customization. What it actually is a super simplified version of Shadowrun that is planning on relying on user created content to make it worth the price; I was so completely bored an hour in (there is literally nothing to do but fight-- by pointing and clicking endlessly, with no need to do otherwise to succeed-- and read endless walls of text. Reading the text is more or less just a chore, as opposed to an interesting plot driver, once you realize that nothing you say matters in terms of what comes next. Totally linear, totally simple, totally boring. Skip this one if you have anything better to do at all.… Expand
Jul 25, 2013Shadowrun Returns is everything we were promised and more. Can't wait for the Berlin expansion and more campaigns to come. As the guy who made Shadowrun Identity: Life on a Limb, I encourage you all to play user-generated content (UGC), submit bug reports on shadowrun.com and join our team of dedicated GMs at shadowrunidentity.org to help create a 100+ hour community campaign. Peace, chummers!
Jul 25, 2013I am sorry but this game is utter crap. Its like a linear graphic novel with no impact on the story or choice in the dialogue. The interface is made for tablets and doesn't work well at all with the pc. The combat is way too repetitive and offers little feeling of reward. Barely any customization at all. Certain playstyles are rewarded more than others meaning if you decide to play it not the way it was made for you are not going to have much fun.… Expand
Jul 25, 2013The main word I have to describe Shadowrun Returns is "dissapointing". I have a massive problem with the way the game was designed and created in that this is more or less an ios style game. Whether or not that's what they are going for the interface is completely abhorrent and everything that relies on it as well. The save system is atrocious and the game would have gone up at least another point if it didn't have this godawful save system. WHY? WHY? Why did they have this atrocious checkpoint system in a game like this? It makes NO SENSE. The dialogue is a mixed bag from horribly written to passable to good although most of it is not good and was seemingly written by a teenager. It is just so immature in relation to the maturity of the world, it doesn't fit at all. Gameplay is meh but that really isn't the allure of a game like this. Overall I am greatly dissapointed and the only thing I like is the artstyle. Which also shows another glaring error when playing at high resolutions: the character models. The environments are gorgeous but the characters look extremely bad at 2560x1400. They are pixelated around the edges, especially when besides cover (even with 8x aa one) and the detail on them is horrendous. All I could think about while playing this game was that this was a phone game that wasn't properly ported to the PC and technical issues are what hurt it the most. Animations, character graphics, the awful UI it all makes a pretty good game horrendously average. It could have been a solid 8/10 but I don't know. Maybe they needed more time.… Expand
Jul 26, 2013Kickstarted this game from day 1 as it's A) Shadowrun which I love in PnP B) The editor they promise reminds me of the good old NWN heydays. And while I don't regret backing (15$ was it?), I can't say I'm satisfied by the game. As it is right now sadly it does not deliver. Pros: - The modding function appear to be nearly as powerful as promised - The story is so far very enjoyable
- Lack of Save system
- Lack of Loot/inventory system
- Poor implementation of PnP Shadowrun rules (classless system where you can be the perfect hero in every possible skill. Yay Elder Scrolls vomit)
- Other various UI annoyances like switching weapons/scrolls/matrix programs
- Lack of consequences for the choices you make
What flaws there are to the campaign isn't all too important to me, as I still remember NWN1's horrendous single player campaign, and it's still my favourite game after spending 6 years on UGC.
What really ticks me off is the flaws that sadly can't be fixed by plain modding. Granted, I haven't looked completely in depth yet. But as it seems the game as a whole does not support saves, is built for an iPhone UI instead of a Desktop UI, and has a wack implementation of PnP rules the core itself is damaged and probably unfixable by modders.
I doubted for a long time what score to give this game. But in it's current state, I can't possible go any higher than a five. I hope in a few months custom content and patches by the developers will convince me otherwise.… Expand
Jul 26, 2013interesting design, good story elements, great nostalgia value, so why such a low score?
because i find myself not even wanting to play it due to the unreliability of the save system. playing for 25 minutes and have it crash? or suddenly need to shut down the game and leave? well get ready to lose all of your progress no matter what. no common autosaves or manual save function. (the ancient "save point" system was more reliable than this. i understand manual saves giving to much power to the player, but it's not hart to have a good auto-save system. look at dark souls, you can't exploit saves like in skyrim, but damn well wherever you are, you can quit and feel safe that you are going to pick up in the same spot without losing 20 minutes of gameplay.
heck, get to a new area with shops and stuff? better quit now, you can't adjust your stats and inventory before calling it quits.
it is just impossible to play this game comfortably when you don't know whether or not you are safe to play it, unless you have hours to dedicate. even then, it's unreliable for whenever you have to quit. just got to a new area, and going somewhere in half an hour? you can't be sure you'll be done it time. don't enjoy that sense of discomfort looming over your head do you?
all in all, a great game devastated by some unnaturally bad game mechanics.
recommend not buying unless they patch it.… Expand
Jul 25, 2013An absolute triumph of great design and overwhelming developer passion, Shadowrun Returns is at long last a worthy successor to it's predecessors on the SNES and Genesis/Megadrive, and a proud representation of the classic tabletop game.
Graphically, the game is luscious and stays utterly true to it's source material. Most impressive is the diversity of the classes in terms of gameplay. The matrix hacking element of the game flows naturally into the game, offering a spin on the gameplay which is a welcome distraction. Magic has been overhauled; no longer is playing a Shaman a chore.
The turn based system just works perfectly. Comparisons to X-Com are bound to occur, and they are justified to an extent, but it isn't a carbon copy of the system as it adds very definite Shadowrun only elements to it.
Another definitive Shadowrun feature is the Karma system of development. For this game, the Karma system lends itself to the RPG aspects of the title, forcing you to do good deeds to gain rewards. Whilst on paper this seems like a forced method of levelling, in practice it does well as it prevents the all-out turn based grind towards completion and compels you to explore the detailed world, held together by a spellbinding steampunk inspired soundtrack.
The core game is a bit on the easy side, and it is short (the £15 shelf tag highlights this lack of depth, but it's the perfect price point). That said, it isn't difficult to see how much this game is going to be built upon by a rabid fan base who have been baying for this game since the 90s. Six months from now, this game could easily have another 100+ hours of gameplay built on it by modders and the joyous thing is that the diversity and enjoyment of the game means that those 100 hours will be well spent indeed.
Shadowrunners everywhere, eradicate all memories of that woeful FPS offering that broke our hearts several years ago, get out your credsticks and buy this game because finally we've got the game we've been waiting for.… Expand
Jul 25, 2013I'm a gamer for more then 15 years. I always believed, then in our days AAA studio makes crap games, because all they care about are money. But not indies. They are different. I've waited for Shadowrun as the triumph game of the year, 1.2 mln budget on kickstarters could something like Fallout dev team ever dream about it?
And so we have this game, its just average. Boring, linear. It was supposed to have nice story, but how can I enjoy it, when my choices doesn't matter? Somethis is wrong with this game in so many ways, like developers just care about getting salary, game has no soul, nothing, its empty. Meh, it could be so much better then this. It has quite potential, hopefully community mods are going to bring something fresh into it. Still, spending so much money for such a poor game has no excuses. It is so hard to enjoy it.… Expand
Jul 25, 2013This game is wonderful for anyone who appreciates a good story in a game: fans of the old classic Fallout games will love this. I've been playing all night and its 6:30am now and I can't wait to get back in to the game. The story is incredibly interesting and the characters are very well designed. there is a mix of humor and suspense, the visuals are awesome and the music is top notch. The devs set out to make a game about what shadowrun is about: immersion and story. if your version of a good game is action and ironsights move elsewhere: this is a thinking mans game.
the reason it gets a 9 and not a 10 is it has a few flaws: the equipment/magic screen is terrible: you need to visit a shop to equip and unequip weapons and spells. This is especially jarring for spellcasters like shamans. Shamans are supposed to learn their spells from their mentor spirits, not from the quick-e-mart!… Expand
Jul 26, 2013Pros: The setting. The noir-ish writing. Multiple solutions to many of the encounters. The combat is quite fun, if a bit simple. The potential of user-generated content.
Cons: The save system checkpoints are hard to accept in a PC RPG. The RPG systems seem a bit lite.
Conclusion: For the price, Shadowrun Returns is a great value.
Jul 25, 2013Finally, a real quality old school RPG. Crazy good story, Very fun and addictive gameplay, Character customization is awesome and easy. The game offer a good overall quality. This game prove something, Gameplay and story matter more than Special effect and eye candies. I hope to see more of that kind of game. I'm waiting for wastelands 2 and planescape, I hope they will be as good at this one.
Finally, if you like games like the old Fallout series. This game is a must to buy.… Expand
Jul 25, 2013I have a real soft spot for turn based RPG games. The addition of the XCOM style cover system and the dark art theme brought this game to a level I didn't expect. II look forward to the community content and I hope this game has a very long life.
*** I wish people wouldn't tank game scores by giving games a zero. Do you really see the game as a zero? Did you dislike it that much?
Jul 25, 2013One of the most satisfying gaming experiences I've had in a long time. Shadowrun Returns is what it is, unabashedly a throw back jam to the good ole' days. It's locations and characters are so enthralling, however, that I found myself getting giddy at the mere thought of expandable content down the road. THis first installment seemed to be a crash course in Shadowrun, and I feel like theres much more to come… Expand
Jul 25, 2013Shadowrun Returns is exactly what it is meant the be: The ultimate cyberpunk RPG maker tool kit. This is less a game and more a 20 dollar version of RPG Maker that is geared to make Shadowrun games. Considering that RPG Maker VX Ace is a 50 dollar program and you have to do all the programming, this toolkit is amazing. It's also integrated seamlessly into the steam workshop and there is already a community driven effort to recreate all the classic modules via the editor. BEST THING EVER!… Expand
Jul 26, 2013I'm an old fan of the tabletop game and the Sega Genesis version of Shadowrun, both of which are amazing experiences.
Unfortunately, Shadowrun Returns is nowhere near those and is instead a linear, boring disappointment. Where to begin... How about the fact that this game takes what should be an open world experience and turns it into a graphic novel where you occasionally point and click and your character shoots stuff. Why did they feel the need to gut the tabletop rule-set? Are you telling me a computer can't handle some dice rolls? Why are there vast amounts of Cyberware and weapons missing from the game? How hard is it to implement Bioware when the exact description of the rules is available in old source books? Why is the matrix far more complex is in the 19 year old Genesis version? Why does Shadowrun have HITPOINTS?!
I feel that the developers were either lazy or incompetent. Instead of designing a linear piece of trash, they should have given us an engine with the underlying source book rule-set. Hell, they could have completely skipped the campaign and just really given us an open world to build with.
This game simply went in the wrong direction. Imagine a Shadowrun game using the Sleeping Dogs engine but with all the character customization of the tabletop game. That would give us a living breathing city in which we could craft our stories. You could steal a car, you could mug a civilian, you could do a run on a coporation, you could blow up your enemies apartment provided you were able to find it, etc...
Instead we're given lifeless level after lifeless level. The entire engine is flawed because it is based on hand designing every scene rather than giving us a useful framework and useful npc AI.
The only saving graces are the somewhat entertaining writing (of which there is an abundance) and the music.
Here's a breakdown:
1. You can't save the game, you just have to play for an hour and hope that somewhere in there the game auto saved (if you missed the split second notification).
2. Your choices mean absolutely nothing except perhaps losing or gaining a few point of karma.
3. The world is not alive. Npc's stand exactly where they are placed and do nothing but wait for the player to speak to them (or shoot at them). The streets are not packed with people as they should be.
4. The rules are typical crpg garbage. They had a chance to easily implement tabletop and they chose not to.
5. The art is disney-esque. I distinctly remember and preferred the gritty cyberpunk art of the books.
6. The list of shortcoming goes on for ages but it isn't worth continuing.
Listen chummer, if you want a real taste of Shadowrun, get an emulator and play the Sega Genesis version, it is somehow far more open world than this drek.… Expand
Jul 26, 2013Shadowrun Returns is a PC platform, role playing game that takes on the rules, themes and likeness of the popular table top role playing game Shadowrun.
Besides some minor likenesses of the game, you are going to discover that this game is incredibly stiff, limiting and lifeless. The tabletop edition of the game was ALWAYS about player decisions and interactions with the game world, rules were always secondary.
In this game, very few choices are made and the ones you do make are mostly in dialog and usually have the same end result. The game is strictly story driven and during this time they refuse to allow you actually leave the path they've written for you.
I don't know if it's based on the engine or the campaign that came boxed with Shadowrun, but the system is very limited, you cannot even back track into old zones unless the system decides the story needs you to. Sides quests are also very few and far between.
There's almost no side quests, one of the big things in Shadowrun was running missions, but I am finding that besides the ones that directly effect the campaign itself, the side missions are few and far between.
The NPCs are pretty much lifeless, it wouldn't even matter if they were there unless they are for a quest or something.
The game is incredibly restricting and limited. And the length of the campaign that comes with the game game is practically unacceptable.
It's an alright game, but something I and many other people weren't expecting. We were expecting more. This software conversion of the role playing system does it no justice or service. My advice? Take the money you were going to use to buy this game and get a copy of the SNES game instead.… Expand
Jul 26, 2013At first look this game looks nice and polished and as a Kickstarter backer I was happy that they delivered this good. The story is well written and I decided to play a brutish Troll Adept. I bullied people, took their money, was unfriendly....and it hat no influence on the game or any character. When I did meet a character again for the first time, he even introduced my brute as a friend!
Then I realized that nothing I do or say does matter in any way.
The city itself looks nice but is soulless. As good as no interactions.
The tactical fight is very shallow. I had no problem to swipe through my enemies lie a scythe, bare hands only against machine guns and spells.
This game leaves me baffled: so much could have been done, so much was done really good, but the essence of an RPG, the interactions and the consequences of them, the tactics in fights and the looting are non existing.
One can only hope, that the community will be able to spice this game up, since they have a editor delivered with the game.… Expand
Jul 25, 2013This game is nothing but an XCOM enemy unknown clone and a bad one at that. The story is incredibly predictable, linear and there is no depth whatsoever. The game doesn't even have a save ability outside of an autosave that happens maybe once every 30 minutes to an hour. It is not worth anyone money unless you enjoy bad cloned iphone games.
Jul 26, 2013Tabletop and Sega Genesis player here. This game has me pretty pissed off. As many others have noted--it is LINEAR. Wtf? I was so excited that I even survived the first few missions thinking it was a railroad track tutorial, but that the world eventually open up in glory. I even thought there might be the ability to talk to a Johnson and do a matrix run to farm some infos after I unlocked the main base, because, like a fool, I rolled a Decker. Totally disappointed. Boring boring boring. Roll a Troll Samurai with a shotgun to speed up the train to the inevitable, and disappointing, end of the game. I rate this a "1" because it is yet another Kickstarter bull$hit game so some burned out has-beens can ruin a great idea/franchise with poor, shallow implementation. The only reason it even got a "1" is because it put me in the mood to play the Sega Genesis version for the millionth time (and still enjoy). BOO.… Expand
Jul 25, 2013Shadowrun Returns is a great throwback to isometric RPGs like Fallout and Baldur's Gate. The released module's storyline is interesting, and offers a fair amount of replayability through different class/skill loadouts or dialogue choices. Combat is engaging, and plays similar to the recently released XCOM: Enemy Unknown, which in my book isn't a bad thing. Many of the systems in Returns are also very similar to pen and paper Shadowrun. A couple valid complaints that can be leveled at SR are that it has a checkpoint save system, and it is a bit combat centric, though the latter can easily be avoided in future modules. Anyway, what's been released so far is well worth the $20 admission fee, and the user-made content being generated guarantees SR a place on my hard drive for a long time to come.… Expand
Jul 26, 2013This game is dreadful. It takes linear gaming to new, never before seen levels, has extremely dull and simplistic combat, and because it has no manual save system, if you die and go back to a checkpoint, you'll have to reassign any karma points you had since spent. Just about the only positive thing I can say about it and the reason I didn't give it an even lower score is that the writing is actually good, and because with the editor maybe someone somewhere might make a story good enough to suffer through the dreary combat again.… Expand
Jul 25, 2013i really liked the old snes shadowrun,ive read some books and i m glad that they made shadowrun Returns.
it s a unique Setting and fun to Play but you will have to read allot and the save system is not for everyone.
i love this game so far we will see if Players will Keep the game alive with new content.
Jul 27, 2013Okay, heres the deal on Shadowrun Returns folks: Let me first say that I have always been a big fan of the top-down, party-based classic rpgs like Fallout 1 & 2, Baldur's Gate, etc. That is why I was disappointed and surprised by some of the inexplicable decisions that the design team made with Shadowrun. Let's get to the disadvantages first: Disadvantages: -No save game!? Are you kidding!? This is so annoying and is utterly inexplicable why they would do this. In an rpg, you like to try out various choices, conversation options, etc. Because you cannot save, you have go back all the way to a start of the chapter just to choose a different conversation option.
-Stupid inventory system. You can only carry a couple items and everything else goes in a stash you can only infrequently access. Totally annoying, and once again inexplicable. Why not use the tried and true inventory system and save game system of Fallout and other classic rpgs?
-Virtually no tracking of side quests in Journal. I did several side quests that never appeared in the Journal. The Journal is very poor overall.
-The game is absolutely linear. There is no freedom at all but to progress forward in a straight line. You cannot travel, for the most part, to any place you have visited before. The only place you can travel to is the next hop along the main mission. If you happen to miss something, tough luck, unless you want to do the whole chapter over again.
-I have other issues with the game, like a lack of any voice talent which should have been available with the money they raised and a lack of being able to manipulate items in the enviroment, but these were the main ones.
-ShadowRun Returns advantage and saving grace is that it has a good story. The story is good and keeps your interest. The story has many elements of a murder mystery, which is unusual and refreshing to find in an rpg. The dialoge is good and the npc's emotions seem geniune. I just wish they had some voice talent to voice them.
-The graphics are acceptable, and the music was actually pretty good.
I hope this review is of use.… Expand
Sep 13, 2013Shadowrun Returns is a faithful reinterpretation (and in a vague sense, sequel) to the SNES game from 20 years ago, maybe a bit too faithful. Though most aspects of the the wild and unruly Shadowrun world is included, the promise of this game lies more in the open embrace of the mod community than the included adventure.
Sep 10, 2013Shadowrun Returns will probably please most fans if perhaps not blow anyone out of the water. The campaign is well written and serves as a good introduction for new players. The variety in combat and character creation and dialogue options is great but suffers from a badly implemented autosave system. With lots of new campaigns on the horizon Shadowrun Returns is well worth keeping an eye on.