The unique cyberpunk-meets-fantasy world of Shadowrun has gained a huge cult following since its creation nearly 25 years ago. Now, creator Jordan Weisman returns to the world of Shadowrun, modernizing this classic game setting as a single player, turn-based tactical RPG.
User reviews:
Very Positive (38 reviews) - 84% of the 38 user reviews in the last 30 days are positive.
Very Positive (7,072 reviews) - 89% of the 7,072 user reviews for this game are positive.
Release Date: Jul 25, 2013

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“Diehard GameFAN: 2013 Game of the Year/Best PC Game/Best Digital-Downloadable Game/Best Tactical RPG, Softpedia: Best RPG 2013, Hardcoregamer: Nominated Best Strategy Game 2013, Gamezebo: Best Games of 2013, Gamasutra: Top Games of the 2013”
Best of 2013 Awards

“Shadowrun Returns drops players headfirst into this richly realized fiction, combining classic role-playing storytelling with modern tactical battles . . . running the shadows has never been more fun.”
8.5/10 – Game Informer

“This is one of the most satisfying and complete tactical roleplaying experiences to come out of 2013 and realistically the last few years.”
4.5/5 – HardcoreGamer

About This Game

MAN MEETS MAGIC & MACHINE. The year is 2054. Magic has returned to the world, awakening powerful creatures of myth and legend. Technology merges with flesh and consciousness. Elves, trolls, orks and dwarves walk among us, while ruthless corporations bleed the world dry. You are a shadowrunner - a mercenary living on the fringes of society, in the shadows of massive corporate arcologies, surviving day-by-day on skill and instinct alone. When the powerful or the desperate need a job done, you get it done... by any means necessary.

In the urban sprawl of the Seattle metroplex, the search for a mysterious killer sets you on a trail that leads from the darkest slums to the city’s most powerful megacorps. You will need to tread carefully, enlist the aid of other runners, and master powerful forces of technology and magic in order to emerge from the shadows of Seattle unscathed.

The unique cyberpunk-meets-fantasy world of Shadowrun has gained a huge cult following since its creation nearly 25 years ago. Now, creator Jordan Weisman returns to the world of Shadowrun, modernizing this classic game setting as a single player, turn-based tactical RPG.

Key Features

  • Gripping Tactical Combat: When you’re running the shadows, every turn matters. Choose your actions wisely - move to better cover, charge into melee, or lob a fireball into a crowd of enemies. With the variety of weapons and spells at your disposal, every turn is filled with meaningful choices. A successful run requires commanding a team of runners with the right balance of combat, tech, and magical abilities.
  • Skill-Based Character Progression: Choose a starting character archetype and build from there! Street Samurai and Physical Adepts use advanced combat skills to dominate the battlefield, Shamans and Mages summon powerful allies and cast deadly spells, while Riggers and Deckers provide critical technological support, projecting their consciousness directly into drones and computer systems. Shadowrun Returns’ classless skill system allows you to grow your character in any direction you choose. Want to start summoning spirits as an ork Shaman and evolve into a cybered-up weapon specialist? Do it!
  • Engaging 2D/3D Art Style: Shadowrun Returns mixes dynamic 3D characters and lighting with a vibrant, hand-painted environment. Illustrated character portraits bring every conversation to life. Explore a world filled with detail, from the slums of the Redmond Barrens to the extravagant offices of powerful corporations.

System Requirements

Mac OS X
SteamOS + Linux
    • OS:Windows XP SP3/Vista/Windows 7
    • Processor: x86-compatible 1.4GHz or faster processor
    • Memory:2 GB RAM
    • Graphics:DirectX compatible 3D graphics card with at least 256MB of addressable memory
    • DirectX®:9.0
    • Hard Drive:2 GB HD space
    • OS: OSX 10.6
    • Processor: Intel-based Macs only (x86-compatible, 1.4GHz or better)
    • Memory: 2 GB RAM
    • Hard disk space: 2 GB HD space
    • Processor: x86-compatible 1.4GHz or faster processor
    • Memory:2 GB RAM
    • Graphics:Modern 3D graphics card with at least 256MB of addressable memory
    • Hard Drive:2 GB HD space
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Very Positive (38 reviews)
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Most Helpful Reviews  In the past 30 days
13 of 13 people (100%) found this review helpful
66.2 hrs on record
Posted: October 2
One of the first big Kickstarted franchise releases, Shadowrun Returns had a great deal to live up to. Not only did it carry the torch for the next generation of crowd-funded games, it was also the first title in several years for a much beloved franchise. A sequel of sorts to the very well-regarded SNES title, Shadowrun Returns revisits the grungy streets of Seattle 2054, an urban wasteland controlled by mega-corporations, into which magic has re-awakened, and a variety of meta-human races have re-emerged. You play as a Shadow Runner, a sort of special agent for hire who offers their skills out to anyone willing to pay the right price. In this case, you’re contacted by an old buddy who wants you to hunt down a murderer. His own in fact.

The campaign that comes with Shadowrun is being touted as a sort of sample story to inspire modders to create their own stories, but honestly it’s of sufficient quality that it justifies a purchase on its own. Dropping enough hints and allusions to the greater Shadowrun fiction to get hardcore fans salivating, it tells a standalone tale full of double-crosses, femme fatales, duplicitous corporations and shady cults that immerses newcomers in the world without bombarding them with unnecessary exposition and world detail.

One of the great joys of the setting is the clash between familiar fantasy and cyberpunk tropes. Traditional fantasy races and concepts like mages and elves exist alongside mega-corporations and streetwise hackers, struggling to survive in the lawless urban wasteland. Over-familiarity with basic conventions is a common problem in fantasy, so it’s intriguing to visit a universe where that predictability has been largely removed. Although, unsurprisingly, elves remain pompous, haughty ♥♥♥♥♥ even in Shadowrun.

It’s a world that feels both vibrant and entropic, colourful and bleak, and it’s brought to life through a vibrant and consistent art style. Character art stays just on the right side of cartoonish, each portrait giving you a sense of the character while allowing your imagination, and the excellent dialogue, to fill in the rest. Hulking trolls and lithe, graceful elves scamper about on a lush selection of neon-lit cyberpunk cityscapes, while the rain pours down and shreds of newspaper and cigarette packets are scattered by the wind. The thumping background score completes the sense of immersion. It’s genuinely one of the most visually stylish games released in 2013.

While the visuals do their part to set the scene, it’s the writing and storytelling that really sell the setting. Characters are understandably painted in rather broad strokes, but they still feel believable and likeable, from your hard-bitten buddy Coyote to the streetwise Jake Armitage (think a ginger Han Solo with a penchant for sleeping in morgue trays) and the politically astute troll bouncer Mr. Kluwe. Even negotiations with background NPC’s feel real.

Thugs and gangsters speak in an unfamiliar street cant, peppering each sentence with baroque and occasionally impenetrable slang. Grab a rank or two in the charisma stat and you can select an ‘etiquette’, essentially giving your character a familiarity within one of the social strata that make up the Shadowrun world, from high-flying socialites to street-level hustlers. Your character’s possible dialogue responses are also really great, allowing for a range of deadpan cynicism and/or colourful insults.

The focus on one small cabal of runners is a great idea, as each character gets their moment in the spotlight, and the sense of a dysfunctional family of scoundrels is well developed over the course of the game. There’s even a surprisingly deft and touching final scene. While the main plot itself loses a little character in the final third, and there’s relatively few chances to dramatically affect the flow of the story, on the whole it’s an enjoyable adventure with a couple of nice twists and some dastardly villains to take down. Hopefully developers Harebrained Schemes will serve up some more adventures with this bunch of miscreants and rogues.

When you head out to crack some heads, Shadowrun Returns offers a deep and satisfying turn-based combat system. Everything revolves around ‘action points’, which govern exactly how many moves you can make in combat. Firing a single shot from your pistol might take up one point, while carefully zeroing in on an ork thug’s eyeball takes two – the former frees you up to move into cover, while the latter eats up your movement but increases the chance of a critical hit. Adding to the mix are various abilities from different skill trees.

While this is essentially a classless game, meaning you can build your character however you like, for new players it’s advisable to stick to one of the pre-arranged packages, which range from spell-slinging mages to riggers, who take the Robot Wars approach to combat by using controllable drones. You can branch out of your chosen package at any time if you fancy dipping into weapon skills or even grabbing some cyber-warfare skills. Jack into the matrix as a ‘decker’ and you’ll find you can circumvent some of the detective work you might otherwise be forced to do.

Each play-style has a few unique tricks for you to discover in the heat of battle. Mages can find lay-lines of magical power, that if stood on increase the efficiency of their spells. Shamans can instead spot hidden elemental spirits that can be summoned into a fight. In one of Shadowrun‘s best combat features, controlling a spirit becomes a dangerous game of risk and reward. You can invest your summon with up to four action points, making them extremely dangerous in a fight.

Charging them up too much, however, increases the likelihood that they can break free, leaving you with one incredibly ♥♥♥♥♥♥ off fire elemental to deal with in addition to the other twelve ♥♥♥♥♥♥♥s. Riggers can use their robot buddies to flank enemies through conveniently placed vents, allowing you to both scout ahead and get the drop on guards. My only qualm is that sound effects don’t quite carry the punch of the rest of the audio design. Some more weighty gunshots and spell effects would be welcome.

Since Shadowrun is all about disparate operatives coming together for well-paid but dangerous missions, it makes sense that before each mission you can select your team. Contacts in your base of operations provide a list of agents covering each class, as well as some more unique multiclass characters. You pay a certain amount to each runner to get them in your squad, with some of the more devastating operatives only available to those with sufficient cash. It’s a nice touch that encourages careful selection,as each runner possesses their own load-out which may or may not mesh with your needs. However, the lack of customisation seems like a missed opportunity, as Shadowrun seems tailor-made for the same kind of attachment you had to your X-Com: Enemy Unknown commandos.

Bugs seem largely non-existent, apart from the occasional grammatical mistake buried deep in the text. Despite these relatively minor imperfections, however, Harebrained Schemes have done a bang-up job with Shadowrun Returns. Interfaces are clean, slick and, despite inventory management being slightly awkward due to the need to keep cycling unused items back and forth to your stash, generally intuitive.

Shadowrun Returns exceeded my every expectation. It is by far the best title in the franchise since the 16-bit era. Shadowrun fans and RPG enthusiasts who loved the late-'90s isometric games should definitely check it out.
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13 of 13 people (100%) found this review helpful
51.1 hrs on record
Posted: September 22
Short version: 76%
Harebrained Schemes made a nice but not too spectacular attempt at adapting the rules of the original Shadowrun game books in a video game format. The end product is a bit simple but still enjoyable, medium-length turn-based tactical combat RPG in a great cyberpunk setting.

Long version:
Whenever pen-and-paper RPG rules are adapted in video game format, the results are always unpredictable. In the case of Shadowrun Returns though, there was no risk involved: one of the original creators of the Shadowrun universe leads Harebrained Schemes, the studio behind this game.
On the flipside, the developers pretty much assumed that those who will play this game are already familiar enough with the setting. While this lack of handholding can be refreshing, it may scare away a few people who won’t have the patience to delve into the depths of the game mechanics.

And learning is an important part, since Shadowrun Returns is an almost purely tactical combat RPG. There are plenty of dialogues and datalogs to read, but they have very little influence on the events; the bulk of the game is spent on the turn-based combat levels.
Said levels try to offer many different layouts, settings, and even enemy types, but they lack in variety when it comes to approach. Out of all the possible classes, deckers (hackers) have incredibly limited roles on a handful of runs, and magic or hand-to-hand feel underpowered compared to a simple-as-a-stick assault rifle wielding warrior. (Not to mention that one mission will force the player to use a specific weapon type, even if they have zero points in that skill.)

Some of these unbalances can be corrected with a good party, but by limiting the player in choices, one still cannot help but feel as if this game is only good as a first attempt, nothing more—which would be correct, as the later entries will open up a much wider world…
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1 of 1 people (100%) found this review helpful
21.4 hrs on record
Posted: September 26
Extraordinary level design. The amount of detail put into each and every building is staggering.
The only remark I'm having is that the game is too linear. No sidemissions you can pick up whenever you feel like making a quick buck. Other than that; A okay!
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1 of 1 people (100%) found this review helpful
14.0 hrs on record
Posted: October 4
Great turn-based game.
Definitely gets harder if you want it to.
The story is captivating, couldn't stop till I finished it.
I personally didn't want to play it a second time around but there are a variety of classes you can play.
There are choices that alter the outcome of the storyline so I'm sure there are different aspects of the story.
Played both original and sequel, looking forward to Shadowrun: Hong Kong.
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1 of 6 people (17%) found this review helpful
Not Recommended
17.4 hrs on record
Posted: September 26
I just finished the main campaign on this and I don't see what everyone is enjoying. This is a simple short story found in the back of a sci-fi magazine that wants badly to be a role playing game. The entire story is on rails; nothing you do influences anything except maybe pick up a loot item or combat option along the way. The "loot" itself is a medic pack or grenade. No combat enhancers, no cool clothes, no fun +5 underpants of incontinence protection or anything like that. I realize this is a TBS tactical combat game but if you're going to look and feel like an RPG, you may want to have better RPG elements or divorce your game from it altogether. The combat is a sterile turn-based fare. The "hacker" aspect runs on the same combat system as the magic powers, just with the graphics suddenly turning to wire frame as you navigate "the matrix" (seriously?). Even then, hackers are rarely needed yet they seem like they should be a primary function in this cyberpunk game. There's a skill leveling system that lets you focus on all or one combat aspect but what you lack in your character you can make up for by hiring mercs to help you out. I went straight ballistic the whole way through and can't think of any aspect of the game I may have missed thanks to hirelings. There are no real side missions except for one run-n-gun to pick up extra cash, and no true dialogue trees you'll miss out on except maybe at the end to pick up one extra sentence. Even the main story is sorely lacking. It captured a good noire feel and tried to copy Blade Runner but the anti-climax sort of killed anything it was trying to build. The game itself is beautiful with an oil painting feel but it's quickly dismissed when I realized there are a multitude of repeated textures and items. I'm glad I picked this up on sale because I would have been disappointed if I paid more than a few dollars for it. I hope Harebrained Schemes continues to develop story games as they certainly have a knack for it. I appreciate the fan base they have and I'm thrilled to see this type of game becoming popular again, but I just can't recommend Shadowrun Returns.
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Most Helpful Reviews  Overall
567 of 577 people (98%) found this review helpful
8 people found this review funny
11.0 hrs on record
Posted: April 27, 2015
Now I've never played a Shadowrun game before, however I'm not exactly new to turn based/strategy RPG games, having played games in a similar vein like the Shin Megami Tensei: Devil Survivor series and Fire Emblem. However, I'll be the first to admit I'm far from a veteran in the genre.

One of the key things I think Returns did right, is the tricky task of drawing me into the story immediately. It's pretty simple: your friend is dead, he's left you a "dead man's switch" - a recorded message promising a hefty reward if you can find the killer. OK. I'm in.

As for the ease of playing the game... as someone who's often daunted by complex RPG interfaces with endless choices, decisions, and items to equip, I thought Shadowrun's interface is a breeze. It clearly shows you your weapon slots, inventory slots, and which body parts you can equip on armor or modifications. As for playing the game itself, you can simply click on your HUD to switch between weapons or end turns, but there are hotkeys for the more practiced player, too.

You encounter many characters on your way to solve your friend's murder, and you get to pick and choose your own team of Shadowrunners to go on every mission with you. Each has their own specialty - summoning mechs, specializing in "decking" (hacking), melee combat, guns, magic, and so on, and I had a great time testing out all the different classes.

All of the characters have their own specialties, but the game is forgiving, and you could probably get by just using guns on everyone. I realized one of my runners had a healing ability 3/4 of the way through the game, and had been getting by just fine without knowing that. So if you're worried about difficulty or complexity, don't be.

Another positive for me is the game is heavily text based. There is a lot more discovery and reading than combat. You can also save anywhere except an NPC turn in combat, or in conversation. So I could get up to answer the door or grab some food without bothering to pause, or quit at a moment's notice if my friends asked me to play a multiplayer game.

I know I'm writing a review no one will ever read, for a two year old game, but it gets an easy recommendation from me, especially if you're a busy person who can only enjoy games in bits and pieces before you're on the go again.
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365 of 417 people (88%) found this review helpful
27 people found this review funny
18.9 hrs on record
Posted: November 24, 2014
First all, let me tell you about my background - 39, working professional, married with kids. Was looking for an RPG game that I can really sink my teeth into without getting bored, and coming from a gamer background myself, not many games can catch my attention.

Then saw a recommended game review somewhere about this Shadowrun, so being the typical gamer that I am since I dont like to pay for something I haven't tried I *cough*cough* got a copy of the game to try.....

...and then I closed the game, went to the Steam website, and purchased a legitimate copy. Let me tell you why :-

a) this is an RPG - story, story, story - this is what's it all about
b) the interface and game - slick, modern XCOM style combat, with that turn based system thats good for my pace and strategy.
c) the real world/cyber world - the transitions are nice, a good break from the routine.
d) Story - did I mention story? I like how I have to slow down to read, even the freaking Splash screens got something to really read

So I parted with my cash to show support to this developer. Keep up the good work and I look forward to purchase Dragonfall and any more of DLC of this kind :)
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408 of 502 people (81%) found this review helpful
31.9 hrs on record
Posted: October 31, 2013
Strongest point of Shadowrun Returns is its writing. In best tradition of older RPGs, game describes what you character sees in flowery language. Character introductions, location descriptions and dialogues are smart and charming. The setting of Shadowrun is a blend of cyberpunk and urban fantasy - don't think I knew something like this exists before. I wouldn't mind experiencing Shadowrun Returns in book or graphical novel form.

As a game, however, it is not so magnificent.

SR was made by relatively inexperienced developers on tight budget using Unity and it shows. Graphics are mixed bag - wonderful character portraits, bright and detailed, if somewhat cartoony 2D backgrounds, but awful character models and awkward animations. Sound direction feels cheap overall - music are fine, but forgettable and there is absolutely no voice acting. Combat mechanics ripped straight off X-COM: Enemy Unknown.

The biggest flaw of SR is its linearity. I just didn't have the opportunity to explore the world of Shadowrun - game kept railroading me on one story after another, with brief breaks in same small hub. All two side missions are one chance affairs - go on them right now or miss it forever. While writing itself is great, spending points to improve charisma and get new dialogue options felt like total waste - game is too short and there is almost no opportunity to use your mad speech skills - I think I used each etiquette only once or twice in whole game. Story starts as a noir-like murder mystery, but after halfway point abruptly turns into "save the world" scenario and ends with series of boring battles against bugs. Absolutely unnecessary twist, in my opinion.

My final impression: SR is an enjoyable short RPG; not without flaws but if you are able to overlook them, you will have a great time playing it.
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150 of 165 people (91%) found this review helpful
10 people found this review funny
20.3 hrs on record
Posted: January 24, 2015
SHADOWRUN RETURNS - Cyberpunk adventure/rpg with a compelling story

|| 8 ||
Score Comment
Graphics 7 The game has top down isometric type view, graphics are very well done: the lighting, effects and areas feel very fitting and atmospheric. At points, however, it feels like it would be nice to have a little bit more variety to the areas, some of them feel quite samey. Character creation and portraits are ok but you can't go into the level of detail of some other RGPs.
Audio 7 Music and sound effects are good, there is however quite a bit of reading to do in this game, do not expect voice acting for all of the story / dialogue.
Gameplay 8 I really enjoyed playing this game, its a nice mixture of adventure / mystery and rpg with turn based strategic combat (think xcom). You control a small team of characters (you collect them as the story progresses) who follow you as you play through the story completing various missions and solving mysteries. There are some good puzzles to solve as the story develops and you can choose to upgrade various skills as your character advances in levels. A really nice feature is the "hacking" that the decker class can perform, this takes a form similar to combat in the game but its you and your constructs against the computer systems defences.
Story 8 Shadowrun Returns is set in cyberpunk-esque world where magic meets machine. You can play different stories in the form of campaigns, the official ones are complemented by community created ones via the steam workshop. The campaigns are extremely well done and have a very noir feel to them. There's a lot of background and detail to the world (and a lot of reading to be done) and the story had enough intrigue and action to keep me interested right to the end. The nature of the game (your characters acting out the story) basically means that play feels quite linear and that sometimes the decisions you make don't really have lasting effects but this didn't effect my enjoyment too much.
Replayability 5 As much of the main campaign is story based, once you have completed the game there isn't that much to draw you back in. Having said that there is an excellent DLC (dragonfall) and there are community created campaigns and an editor which should add quite a few hours of playability
8 Excellent game for anyone who loves this style of gameplay or the setting. The community content really adds a whole new aspect and lease of life to the game, just be prepared to do a lots of reading.

More reviews by Fancy Fish
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280 of 339 people (83%) found this review helpful
80.1 hrs on record
Posted: February 27, 2014
Edit 06/20/14:

Base game review:

- Vibrant characters
- Smart writing
- Fun combat
- Included editor that allows the making of a lot of user generated content.

- Too short (12 hours)
- Too linear

Base game 8/10

Dragonfall review:

- A lot less linear than the first campaign.
- Story is a page turner with a lot of twists.
- The characters have a lot of depth and are well developed.
- Combat, and gameplay in general, has improved siginificantly.
- Improved editor.

- Minor bugs from the base game are still present but they're not game breaking.

Dragonfall campaign: 9/10
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Recently Posted
33.4 hrs
Posted: October 20
Ok so this Game is Amazing, I got in a Bit late to the crowd but it really does do an excellent job at Immersing you into the dredgy universe of shadowrun... although the campaing is a bit short there is replaybility thanks to the UGC allowing you to have more and more hours of tactical fun on end. If you like games like XCOM and tactial squad games you should definitely pick this up.
Helpful? Yes No Funny
25.3 hrs
Posted: October 18
I got this because I loved the Old console games, this did not dissapoint.
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8.9 hrs
Posted: October 18
Product received for free
Animations suck, both for running and cover. Playing this game is jarring, especially if you play it right after xcom 2. As long as audio is concerned - all you get is background music, no talk. Stopped reading the dialogues half way through - just coudln't give a damn.
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9.4 hrs
Posted: October 17
I bought this when it was on sale for $2.99, and would definitely recommend it at that price.

I knew very little about the Shadowrun setting going into this game, and seeing fantasy and sci-fi blended together so seamlessly is one of the main reasons that I enjoyed it.

The biggest complaint that I have (and the reason I wouldn't recommend paying $14.99) is that the main campaign feels a little like several smaller games stitched together -- several mechanics (such as "decking") are not available in all levels, characters float in and out of your party, and the the story takes a very weird turn about halfway through.
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9.7 hrs
Posted: October 15
It's ok but really short, just as I was getting in to it game over man.
Even at $15 I would only get it on special.
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9.8 hrs
Posted: October 14
A decent game albeit a bit on the short side I suppose. The game is very linear (there's only one optional side quest) but the story isn't bad.
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15.0 hrs
Posted: October 13
After wanting to play Shadowrun for the longest time, tonight I finally finished it. The game was not that long with its 12 hours of game time, and to be honest, it was quite a disillusion. After finishing Baldur's Gate 1 for the first time two weeks ago, I was looking forward to another isometric RPG. Being a big Deus Ex fan, the cyberpunk theme of Shadowrun Returns was very alluring. Being unfamiliar with the Shadowrun franchise, the mix of cyberpunk and fantasy felt weird at first. But even in the end, I can't say that I like it better. I'll try to summarize my experience with this game in a pro/con list.

  • The 2D backgrounds are from time to time quite beautiful
  • The user interface was quite ok, and looked sleek
  • The first half of the story was interesting
  • Interesting combination of combat going on in the matrix and in real life at the same time.
  • The game worked quite well on Linux (except for the remarks below)
  • The game was easy to play with keyboard and mouse, but also with the Steam Controller on my TV

  • The game did not handle "exotic" resolutions well. 3200x1800 on my linux laptop and 3440x1440 on my desktop were not manually selectable. Log files mentioned that the game detected the native resolution but a slightly different resolution was chosen. The drop down menu never showed the native resolutions in game. Full HD on my TV was easy.
  • When contacting the developer's support for the issue above, no support was given. I got an email confirming that they received my email, and that's the last thing that happened.
  • The loading screens took quite long for a "2D" game. I would expect it to be faster than games like Skyrim?
  • Classes seem very diverse, but they don't feel diverse.
  • Leveling is quite boring. Not a lot changes exect for some % to hit etcetera.
  • Fights are repetitive because there are not a lot of different tactics (necessary). The AI is not very bright.
  • During combat sequences the game goes turn-based, even when all enemies are killed you still keep walking turn based until you find new enemies in the same environment. Moving your whole team person by person is very tedious.
  • When going on missions you pay mercs to come with you. They are not very strong or optimal in their configuration, so they felt like dead weight compared to my maxed out SMG fighter.
  • Hacking/Matrix sequences are very repetitive. Both for the looks of the environment and the variation in enemies and variation in weapons. I just spammed my default attack and nothing else was needed.
  • The game is very linear. There are not a lot of side quests and you can't explore the world on your own. There is no open world to visit.
  • Because of the linear gameplay and uninteresting classes, replayability suffers a lot.
  • The story of the game started out great. It felt like a personal story compared to the "save the world" kind of stories from Skyrim and company. But from the middle of the game it felt like the writers had to keep making the story more elaborate to keep the gamers interested. They created some complex and unnecessary twists that ultimately made me just click faster through the conversation options because I became uninterested.
  • Those conversations were often very onesided. The choices you make in conversations almost never matter. Most answers are just different forms of the same answer, making conversations very uninteresting. There is no real impact on the game.
  • The writing of the game is obviously inspired by the Sprawl trilogy, and tiringly so. Every sentence tries to be drearier than the last one. I like film noir and cyberpunk, but this was way too cliché at times.
  • The world of Shadowrun combines cyberpunk and sci-fi with fantasy. Obviously a lot of people like this, but I'm not really fond of it. It gets worse when they try to mix even more classic (cliché?) game themes in the mix: violent crazy people in an asylum, undead ghouls, monsters and even spirits!! It just lacked some pirates and vampires...
  • The (hand drawn?) backgrounds were nice from time to time, but they are very empty. There is not a lot of animation or interactivity. The world feels dead.
  • The music is nice. I mean, the 3 or 4 tracks that are constantly repeated are nice the first time. They sound perfectly in line with the cyberpunk theme, but after having it on repeat for 12 hours, I just disabled the music altogether.
  • The game is quite short. I finished it in about 12 hours (thoroughly reading everything), and it seems like I'm slow compared to others. Some did it in 8 hours. Sadly, I was happy that it was over.

I was looking forward to play the complete Shadowrun series, but after being let down by the first installment, I just can't bring myself to buy the sequels. Even if they are better... Too bad really! I hope that the other famous tactical 2D Kickstarter games like Wasteland 2 and Pillars of Eternity can make up for this game.
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12.4 hrs
Posted: October 10
Have played the first part (on SNES) a bunch of years ago. Was kinda nice for the time and now I was curious how the game may be developed over the years.

But it's nearly the same. Reading, pointklicking, reading, some meaningless skilltree decisions making, reading and more reading, reading, reading.
The 3D perspective, the rare findings and possebilities to do or the ever looping sounds doesn't help with the poor game experience.
Did not develop a connection with the characters nor the annoying story so I'm out here unfinished after 2/3...
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17.2 hrs
Posted: October 10
Played it, Liked it.
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25.5 hrs
Posted: October 8
Wonderful game. Great story, solid presentation. Are you ready to run the shadows chummer?
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