Shadowrun Returns Review

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Considering the budget, I find it very hard to hold a lot of this against them. There *are* saves, it autosaves after every area transition which works out to roughly every 15-20 minutes. Yes, you can't save scum everything, but I don't take that as a huge issue. There's also nothing really wrong with the UI, even if it is built to make the transition to the tablet easy. As far as the combat, the only real complaint I have about it is that it seems a little too easy, and at least so far there's not a huge reason to have mages instead of sammies. What exactly were you expecting it to have? It came out in less than 18 months, it had a budget of ~2M dollars, and is selling for 20 bucks. This was never going to be a huge AAA-level release -- the XCOM remake, for comparison, had a 50-60 person team and a much larger budget, and took 5 years to make.
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As someone who was only broadly aware that Shadowrun was a thing that existed, it's absolutely hooked me. The universe is just ripe with options. I mean, it's fantasy plus cyberpunk, two huge nerd buttons, and they give you a big construction kit to play with. Once the user generated content starts getting out there, it's going to be huge.
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The budget argument is such a shitty one. The kickstarter was for $400,000 and was massively overfunded. 2m is probably the largest budget ever seen for a tablet game, which this without a doubt is.Not to mention that the Sega Genesis version, which had a smaller budget, is a better game in every way. It has a real matrix. A real open world. A real cyberware/gunmod system. And had a much better story/writing. You could say it would be unfair of me to compare the two, except Jordan Weisman specifically said he wanted to bring that game back. Well, he failed.I was so pumped for this game when I first heard about it, instantly backed it. Year and a half later I'm sitting here with a tablet port and I'm wondering if it was just a scheme to fund their other projects.
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The Awakening was in 2012, not 2011...
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As a non afficionado, I must confess that my research came from wikipedia:http://en.wikipedia.org/wiki/S...
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I love the Shadowrun setting, as it really gets how to do the whole cyberpunk thing, really being bold and pushing it out there with that hollywood luster... but 4th edition tabletop rules were terrible. I mean, even when we thought we got the system down, the whole combat just slowed down to a horrible slog, due to the rules being poorly organized, not having centralized system for most of them, lacking a streamlined and concise vocabulary, not being very descriptive on how they interact, and magic/hacking supposedly happening as two other layers amid normal combat is great in theory, but terrible in execution. Lots of ambiguity as well.Pretty sure most of us had the greatest fun outside of combat.Anyhow, here's hoping 5th edition really rocks out. I'll probably grab the computer game here when it drops down in price some, as I'm still cleaned out from the Steam Summer Sale.
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The Awakening occurs on December 24th, 2011. So fil is correct.
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You were correct.
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I'm having a lot of fun with this game. It's lacking some features I wish it had, and the combats are very much on the easy side once I got a better understanding of the skills and such, but it's much closer to the kind of RPG I prefer to play than the usual RPGs out there.
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Given what happened with NWN (how terrible the bundled campaign was, how amazing the user mods were) I have high hopes for what's coming next. If we get good content down the line and the editor is as good as it it seems like it is, I think I'll be completely happy with where they chose to invest their time and money.Also, save anywhere is a surprisingly hard problem and $2m is a tiny budget.
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Easily solved with a 'taxi' service or similar. Or maybe some enterprising map maker will create an overworld tileset and we can travel around Indiana Jones map style.
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$15 for ten hours of extremely linear, banal gameplay.
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Same, was aware of universe, never really played it. But this game I liked. Easy to understand, with nice storyline. Very hopeful for user made missions too!
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I live for the day Dwarf Fortress has this kind of tileset.
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Game sucked at every level. Also for the person complaining about SR 4th edition, you know nothing compels you to play anything past second edition, nothing of worth was added after that.
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You're entitled to your opinion of course, but I'd be interested to know what specifically you didn't enjoy.
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To be fair, the attraction of Shadowrun never was its ruleset, unless you just like rolling absolutely ridiculous numbers of dice. :)
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According to the developers, "normal" difficulty is deliberately tilted in favor of the player -- at "very hard" players and NPCs are at the same level. So, if you're thinking combat is too easy, you can crank up the difficulty. I didn't even see the difficulty settings when I started playing, so you can certainly be forgiven for overlooking the fact that that was even an option.
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Shadowrun was always one of the best-written RPG settings out there, with a metaplot that actually holds together for the most part. Its heyday was definitely in the mid-90s (or maybe I'm just biased), but even most of the writers in 3rd and 4th edition were significantly above par. Universal Brotherhood and Bug City are two of the finest RPG supplements ever written, Burning Bright is one of the best tie-in novels I've read (which, to be fair, is setting the bar rather low) and the 2nd Edition Corporate Shadowfiles is one of the books that has most informed my roleplaying and general thoughts around the Caldari. And yes...I have all these sitting on a bookshelf about 10 feet away from me right now. :)
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It's a bit rambly and I would say the more I play it since then nore bleh it gets.https://plus.google.com/116219...

Shadowrun Returns is the game that proves Kickstarter-funded studio games work.

The success of Double Fine's campaign for their adventure game (now called Broken Age) back in March of last year seemed to spur a while bunch of established developers to come out of the woodwork looking for crowd funding for various projects. Shadowrun Returns is the first one of those seeing the light of day. There have been other Kickstarter funded games like FTL and Star Command, but this is the first one released with a full development team behind it instead of one or two coders. That it's come out at all goes some way to alleviating the sudden panic I had back in November of last year when I realised I'd thrown getting on for $100 at various projects that I suddenly realised I hadn't pre-ordered. I'd just handed over money to help make something. SR isn't vapourware, Jordan Weisman and co haven't taken the money and run, it's here, and I've had the chance to sit down and play it - which fills me with a lot more confidence about the other things I backed.

As someone who hasn't played the SNES, Megadrive, or pen-and-paper Shadowrun games, my interest in backing this came more from a fondness for the old Fallout and Infinity Engine games that I sunk a lot of hours into back in the late 90s and early 00s. SR is absolutely perfect in that regard. It isn't fair to say it takes nods from them or pays homage to them though; it looks and feels exactly like those games. Yes, the graphics are higher resolution, and the presentation is a little bit slicker, but it's all tilesets, text conversations (no voice acting here) and turn-based. It is entirely designed to cater to a demographic that mainstream publishers have long since decided isn't worth the bother. 

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The Shadowrun universe's premise is that, in 2011, an event called The Awakening causes magic to return to the world, and brings with it a host of creatures previously considered mythological. The same event caused the splintering of humanity into several different species (referred to as metahumans) that correspond to the archetypes normally seen in fantasy novels - orcs, elves, trolls, dwarves, and humans live alongside each other. On top of all that, technology has continued advancing, and corporations have grown more and more powerful, so the world of Shadowrun can accommodate scenarios as diverse as fighting the undead by summoning elemental spirits to conducting raids on secret research labs using a gun that's wired to the user's brain. 

The central story is exactly as promised during development - a murder mystery. You start out flat broke in a shoddy, rundown apartment and get a phone call from a dead friend offering you a tidy sum to find his killer. From there, you're thrown into Seattle's underworld of serial killers, corporate espionage, and gang wars. It's about four-parts science fiction to one-part noir, and as you'd probably hope, it's well written and populated with interesting characters. In the first scene in Seattle, you're introduced to a corrupt orc police officer, a good-natured dwarf coroner, and a chap hiding in a corpse locker that will be familiar to those who have played the 1993 SNES game. It does an excellent job of introducing you to the setting if you're not familiar with it, but doesn't fall into the trap of hand-holding. The first hour or so of the game also does a good job of gradually introducing the various game mechanics; by the time you're into the meat of the story you'll be more than familiar with buying and selling equipment, hiring other runners to accompany you on jobs, and combat.

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Combat seems to take a lot of inspiration from 2K's recent XCOM reboot. Characters get action points (you start out with two) and can use them to move, fire, cast spells, and use other special abilities. Partial and full cover are there for your runners to hide behind, though the effect is less pronounced than in XCOM - in that title, standing out of cover is a death sentence, and here it's more of an inconvenience. As SR is all about the story, it makes sense for the combat to be less brutal - here it's fun, but you've really got to go out of your way to lose any of the encounters. In fact, the only problem with the combat being as close in style to the XCOM is that if you've played both you'll find yourself missing the ability to rotate the camera around to get a better view of the action. It's a minor inconvenience, and the combat areas are generally laid out in such a way as it isn't a problem; given the time and budget constraints it's perfectly understandable that it's not in there. The only other complaint to be had with the combat lies in how the interface shows you where you're able to move to - by default, it will show you how far you can move for one action point, but will change up to how far you can move for two or three if you move your mouse far enough away. The cursor always shows you how many action points moving to it is going to take, but it's easy enough to lose track of it and burn two points when you only meant to use one.

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I've been writing words on the internet for years at www.tatp.org, but until I came to themittani.com, no one bothered to read them. I like robots, space and the internet and am therefore perfect for the MWO desk.