On the crossroads between cyberpunk and fantasy exists Shadowrun. Initially a tabletop RPG from 1989 (at present on its sixth version, as of 2019), it’s now a franchise sporting a number of campaigns, novels, and video video games. The primary of which was Shadowrun for the SNES in 1993, a reasonably well-received isometric RPG/journey recreation. Nonetheless, it will be 20 years earlier than followers noticed one other recreation of its calibre and ambition once more: 2013’s Shadowrun Returns, a efficiently Kickstarter-backed isometric RPG from indie studio Harebrained Schemes, based by one of many unique creators of the tabletop, that took direct inspiration from the 1993 traditional (and even options that recreation’s protagonist, Jake Armitage, as a key participant in its plot).
Following its success, it acquired a standalone growth referred to as Shadowrun: Dragonfall in 2014, with a full-fledged sequel Shadowrun: Hong Kong in 2015. Nearly a decade later, the Shadowrun Trilogy has in the end acquired a console port on trendy techniques; an endeavour that’s equal components satisfying and deeply irritating.
Within the spirit of equity, nevertheless, I will probably be breaking down every of the three video games and the way they fare in opposition to one another, earlier than tackling the trilogy port as an entire, detailing its myriad issues.
Shadowrun Returns

In truth, regardless of it being the “least-good” entry within the trilogy, Shadowrun Returns is of explicit significance to me, because it was the primary party-based isometric RPG of its type that I’d ever performed, and actually the one RPG exterior of the triple-A mainstream that I’d performed as much as that time. Its premise and the broad strokes of its world intrigued me sufficient to sink my enamel in. Primarily based on that, I can attest to this recreation being a wonderful entry level into each the Shadowrun universe and isometric RPGs as an entire.
Its mechanics are simple to choose up and parse, and also you’re by no means locked into one explicit playstyle or class. So no worries about choice paralysis in terms of constructing your character; you may at all times modify as you play when it comes time to stage up. I began as a Road Samurai (your fundamental gun-toting mercenary class), hoping to spec into melee builds so I can stay my katana-wielding cyberpunk fantasies, however drifted extra in the direction of ranged abilities after taking part in round with the weapons and my different fellow gun-toting companions’ talents when controlling them in fight.
The fight in Shadowrun Returns is an approachable facsimile of XCOM‘s: turn-based and with hit percentages that differ primarily based on varied components, together with distance from the enemy, the kind of weapon that you simply’re utilizing, and any energetic buffs, both passive or player-activated, that will have an effect on you. Sadly, very similar to XCOM, there are occasions while you’ll need to cope with the potential of an assault with a 99% hit probability that misses utterly. It’s a problem that arises throughout all three video games, and whereas there are methods round it, similar to any aforementioned buffs or talents chances are you’ll choose up, it doesn’t develop into any much less irritating.
Actually, there’s not a lot to say about Shadowrun Returns‘ gameplay. It’s all comparatively easy, particularly in terms of RPGs of its ilk. Which will sound like a serious mark in opposition to it, nevertheless it’s really fairly a boon for the sport’s approachability. All instructed, it’s solely 8–10 hours, together with its aspect content material. The story is comparatively simple (at the least structurally), and there’s little-to-no deviation exterior of it. Although veterans of the style will little question be left wanting with the scraps they’re given right here, for newcomers like I used to be, Shadowrun Returns serves as the right entry level into the broader medium.
That being mentioned, the place Shadowrun Returns could lack in gameplay depth, it greater than makes up for it with its setting and script, each of which drew me in instantly after I first performed.

Although I acknowledged on the high that Shadowrun exists on the crossroads between cyberpunk and fantasy, Shadowrun Returns is far more the previous, with its cyberpunk world and know-how serving as the majority of the setting and the standard fantasy components, just like the existence of magic, serving as flavour on high. Your commonplace fantasy races are right here: elves, dwarves, orcs, and trolls, often known as “metahumans” on this setting. They appear and performance the identical as they do in D&D and plenty of fantasy tales, with the caveat that all of them is descended from people, after a universe-redefining occasion referred to as “the Awakening” brought about mutations in human DNA many years earlier than the occasions of the principle story.
The story of Shadowrun Returns begins when your character inexplicably receives a message from an previous good friend and partner-in-crime of yours named Sam Watts, who delivers a surprising revelation: he’s useless. He explains that the transmission of his message is because of a contingency referred to as a “useless man’s change” despatched within the occasion of his demise, together with a honest plea to assist clear up his homicide (at the least that’s his working idea of what occurred to him). Although your relationship with him wasn’t the perfect and also you actually didn’t go away issues with him on the perfect of phrases, you’re however resolute to search out out what occurred to him. To do this, you enterprise to his stomping grounds of Seattle.
It’s an intriguing premise; one which actually caught my consideration and had me glued to my PC for the subsequent day or two to see how it will all play out.
What follows from this prologue is a homicide thriller that begins grounded and charged with deception and intrigue as you interview each one that had something in any way to do together with your previous pal Sam. Quickly, issues spirals right into a wider conspiracy that threatens your entire world. Due to the comparatively brief size of the story, the escalation of the thriller could be one thing of a blended bag. It actually isn’t lengthy earlier than the story goes from grounded cyberpunk thriller right into a extra fantastical realm, and that shift could also be fairly jarring relying on the way you gel with the story’s setting and themes.
This sci-fi/fantasy tonal stability is one thing that carries ahead with the latter two video games, and is dealt with higher with every entry, so even when the execution doesn’t give you the results you want right here, don’t write off the remainder of the trilogy simply but.
Shadowrun: Dragonfall – Director’s Reduce

Initially launched as a DLC marketing campaign for Returns, Shadowrun: Dragonfall acquired a standalone launch in late 2014 with a bevy of enhancements to the bottom recreation, in addition to 5 new missions. Although it began out as DLC, Dragonfall is actually not missing in content material in comparison with Returns. The truth is, it runs at greater than double the size of the primary recreation, thanks partially to the truth that Dragonfall has fully-fledged aspect content material now, with additional missions that you simply and your crew can undertake exterior the principle story.
Talking of your crew, amongst Dragonfall‘s many enhancements over the primary recreation is that your companions are static and tied to the story now. You’ll be able to nonetheless rent mercenaries the identical manner you would within the first recreation, however the optimum expertise is to take the identical core 4 companions during to the tip, hone their talents alongside the best way, and determine what configuration works finest with your personal.
It’s not simply how companions are dealt with that makes Shadowrun: Dragonfall higher. Nearly each single side of the primary recreation is improved right here. The story and writing are tighter and higher realised—each the scope and stakes are raised in a manner that narratively flows higher. There are additionally so much extra talent checks concerned within the gameplay now, each in dialogue and when interacting with the atmosphere. Plus smaller, however no much less very important quality-of-life additions like the truth that you may manually enter codes now, as an alternative of getting to seek out the particular ones.
Actually, that’s Dragonfall‘s core power. Although it’s extra of an growth than a sequel to Returns, the sheer quantity of enhancements or tweaks that it makes to the bottom recreation make all of the distinction and elevate Dragonfall properly above its predecessor. Frankly, it’s to the purpose the place I’d contemplate suggesting that you simply skip over Returns and simply go to this one, a lot as I do love the primary recreation all instructed.
Dragonfall‘s story follows a crack staff of mercenaries, led by expert decker Monika Schäfer, who function throughout the free state of Berlin, colloquially often known as the “Flux State.” Your character is the staff’s latest member: a former colleague of Monika’s, employed to your distinctive set of abilities. You might have so much to show, and the opposite members are hesitant to belief you. In your third run with them, whereas on a routine hacking job at Harfield Mansion, you bump into a hidden army compound and are left with a chilling consequence: Monika is useless, killed by the ability’s extremely superior cybersecurity.
Earlier than being killed, Monika utters a single phrase: “Feuerschwinge” (German for Firewing). Armed with this data, you escape and debrief together with your handler, Paul Amsel, and after a prolonged argument and far hesitation, it’s decreed that you’ll now be main this staff. Collectively, you have to examine precisely what occurred at Harfield Mansion, why and the way Monika was killed, and simply who or what the “Firewing” even is.
The solutions to those questions take you all throughout Berlin, executing dicier and dicier operations, and progressively build up a rapport together with your staff, alongside the best way uncovering a conspiracy that threatens your entire world and perhaps even the one(s) past it.
In Dragonfall, I elected to play as a Decker, the Shadowrun universe’s time period for a grasp hacker who has command of “the Matrix,” primarily a worldwide pc community which you could go to in our on-line world by jacking into a close-by port stationed in roughly each stage of the sport. From right here, you’re transported into the Matrix straight, with you now controlling your cyber avatar and navigating the slim corridors of our on-line world, avoiding or defeating pc packages, and hacking into native techniques.
This lets you entry hidden knowledge like passcodes, and even enables you to hack close by turrets and switch them in your enemies. It’s much less concerned and admittedly much less cool than it sounds, nevertheless it’s a neat alternate avenue of gameplay to pursue in case you’re bored with working and gunning and need one thing a bit totally different for this recreation’s playthrough (as I actually did).
As I’ve mentioned, Shadowrun: Dragonfall‘s narrative is unbelievable, and by far my favorite of the trilogy, and given the enhancements over the already strong Returns, Dragonfall may also characteristic my favorite gameplay of the trilogy. Nonetheless, the subsequent and last recreation might give it a run for its cash.
Shadowrun: Hong Kong – Prolonged Version

In truth, I’ll have oversold Shadowrun: Hong Kong‘s significance. Whereas, in contrast to Dragonfall, it’s a absolutely fledged sequel to Returns, signified by its own separate Kickstarter campaign being launched in 2015 to assist fund its growth and launch, it’s extra of a side-grade from the primary two. Like Dragonfall, smaller however no much less very important quality-of-life modifications could be seen all through Hong Kong‘s gameplay that assist it stand out and really feel general higher to play than its predecessors, however you’re nonetheless functionally taking part in the identical recreation once more.
To be clear, I’m not noting that as a mark in opposition to it; in spite of everything, the consistency and familiarity all through Shadowrun Trilogy‘s engine, asset, and gameplay reuse is extra of a boon than something. It’s simply vital that expectations are stored in verify right here. The modifications from recreation to recreation are extra usually narrative and mechanical than technical, and even then, as I’ve mentioned, they’re ancillary.
That mentioned, there are two very important enhancements that Shadowrun: Hong Kong introduces that, to me, make it the perfect within the trilogy to play.
First is the truth that you now have a holster button. Beforehand, there have been situations the place the fight state would linger although all seen enemies had been taken care of, as an alternative of going again into the exploration mode. This proved particularly problematic within the (albeit few) situations the place the video games inspired stealth. There would at all times be a slim window exterior of the enemies’ visibility when you would really slip by them; in any other case you’re launched proper into fight.
In Hong Kong, nevertheless, you may manually launch into and out of fight everytime you’re exploring, making stealth a viable choice. Whereas I nonetheless most popular to deal with issues straight, it was at all times appreciated to have the choice to manually unholster my weapons main as much as an encounter, eliminating a layer of pointless jank to the gameplay.

The second most vital enchancment in Shadowrun: Hong Kong is how Decking works now. In each this recreation and the Shadowrun universe writ giant, the hacker underworld of the Matrix, the place the knowledge superhighway resides, is a world unto itself which you could freely go to for enterprise or pleasure. Within the earlier two video games, its depiction and implementation have been fundamental, however efficient. You, as your avatar, would discover confined areas and activate any nodes you see. In Hong Kong, nevertheless, you’re given free rein to discover, and are usually not simply restricted to turn-based motion anymore.
There are additionally pseudo-stealth mechanics involving safety drones that roam across the areas, with a visual cone of imaginative and prescient that you have to keep away from. You additionally now have to finish puzzle minigames with a view to efficiently activate any nodes you come throughout. These contain a kind of number-based Simon Says, adopted by a symbol-matching recreation. Nothing revolutionary, however they do assist preserve issues reasonably extra attention-grabbing when you’re switching backwards and forwards between fight in the actual world and your or your Decker companion’s adventures in our on-line world.
As an extra word, I did really feel like the best way that the hit charges labored in fight have been extra forgiving general in comparison with the earlier two video games, although this will likely properly have been the placebo impact, as I used to be unable to search out any corroborating data on that in both path.
For Hong Kong, I elected to construct a Phys Adept/monk character. I specialised in melee assaults, significantly cybernetics-based weaponry just like the extremely efficient hand razors. I additionally blended in magic talents, primarily of the defensive and support-based selection. I can say that it was much more attention-grabbing taking part in that manner in comparison with the earlier two video games, which have been primarily based extra in ranged weaponry. I felt like I had extra choices and flexibility to work with in any given encounter and at the least had the choice to help my staff somewhat than go on an offensive entrance your entire time.
So yeah, Shadowrun: Hong Kong‘s gameplay is, in some ways, the trilogy at its finest to play. However what concerning the story?

Shadowrun: Hong Kong‘s story begins together with your character returning to Hong Kong on the request of your estranged foster father, Raymond Black, who summons each you and your equally estranged foster brother, Duncan, again with an pressing but cryptic message. You’ve been away from them and your hometown for eight years, having frolicked in a company jail for an undetermined crime, so naturally, tensions are excessive and relations are lower than cordial.
Nonetheless, after arriving and assembly together with your foster brother Duncan (now a police officer for a personal peacekeeping group) and his superior officer, Carter, your rendezvous is ambushed by Hong Kong Police, and some of your contacts (together with Carter) are killed. Now needed, shell-shocked, and on the run, you have to enterprise deep into Hong Kong’s seedy and harmful underworld to clear your identify and set up your self as a mercenary, whereas determining simply what the heck is happening and why precisely you have been summoned again in spite of everything these years.
The story that follows from right here, and the solutions that lie inside it, are equal components gritty and grounded in its city cyberpunk fantasy, whereas dipping a toe or two into the paranormal, with you crossing paths with the idea of qi and beings of the astral airplane just like the demonic forces of the Yama Kings. It’s a compelling combination, though fairly overstuffed conceptually in comparison with the leaner, extra linear plot of Shadowrun: Dragonfall.
I’ll say that a large benefit that Hong Kong has over its predecessor is that your character is way more related to the narrative this time round. Together with your foster father and brother being key gamers within the plot and your selections in dialogue informing your earlier relationship with them, the plot is much more personally impactful. Your character feels much less of a clean canvas or avatar and extra of an energetic contributor to the central plot and backstory.
Whereas I preserve that I most popular the story of Dragonfall, I can’t deny that your character’s private connection to the individuals and occasions of Hong Kong‘s story makes it all of the extra compelling to play out. In the end, it’s a matter of non-public desire whether or not you favor this recreation’s narrative to the earlier, and even the one earlier than it. All of them have individually interesting strengths which are arduous to argue, and I really perceive whichever recreation you favor.
Shadowrun Trilogy



As complimentary as each my reward and criticisms of every of the video games within the Shadowrun Trilogy have been so far, that sadly doesn’t stand when discussing the Shadowrun Trilogy console ports in totality.
You will have seen that I’ve but to speak concerning the music within the Shadowrun Trilogy, and that’s as a result of I sadly scarcely heard it all through my playthroughs. That’s because of a really unlucky bug of the console model that causes two songs on the soundtrack to play over one another without delay, with no manner of fixing it exterior of loading your most up-to-date save (and even then that’s solely till you attain a brand new space and the subsequent track performs over the earlier one).
It’s actually a disgrace as a result of the scores by Gavin Parker, Marshall Parker, Sam Powell, and Jon Everist are very properly accomplished, offering an incredible darkish synthwave soundscape to the gritty world and occasions of every recreation. The soundtracks are positively price a pay attention on their very own (and are available with the deluxe versions of the trilogy on Steam). It simply would have been very nice to listen to them when taking part in their precise video games.
The video games may also softlock from time to time for no obvious motive. Normally it was on the finish of a fight encounter, and whereas a few of the time I used to be in a position to save my progress, different occasions I needed to re-do sure sections and hope that it didn’t occur once more (which, fortunately, it didn’t, more often than not anyhow). Whereas the PC variations of every recreation can softlock now and again, it’s seemingly exacerbated within the console ports of the trilogy, maybe attributable to its unified console UI.
Talking of the UI, it truly is a disgrace concerning the ports’ myriad points, since they’re not with out areas to reward. The interpretation of the UI from the PC variations over to controller is general strong. All of it features comparatively properly (when it desires to, anyway), and there was by no means a second the place I thought of that I’d somewhat be taking part in it on mouse and keyboard. That could be the optimum expertise for lots of people, however taking part in with a controller continues to be an honest solution to play these video games.
It’s particularly a disgrace since, attributable to these ports being developed by Dutch studio Codeglue (now referred to as Behaviour Rotterdam) on behalf of the unique builders Harebrained Schemes, the controller UI was by no means backported over to the PC variations, that means that in case you want to play the Shadowrun Trilogy with a controller, you’re caught with the console ports.
The Shadowrun Trilogy console ports are actually not the optimum solution to expertise these nice video games. Don’t get me improper, they perform properly sufficient. They’re nonetheless essentially the identical beneath the hood. However in case you lack the tolerance to cope with these ports’ issues as they arrive, your enjoyment of those nice RPGs will probably be severely neutered.
