<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Scientific Gamer &#187; shadowrun</title>
	<atom:link href="https://scientificgamer.com/tag/shadowrun/feed/" rel="self" type="application/rss+xml" />
	<link>https://scientificgamer.com</link>
	<description>Science, gaming, and all things in between.</description>
	<lastBuildDate>Mon, 22 Apr 2024 08:02:57 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.7.36</generator>
	<item>
		<title>Thoughts: Shadowrun Hong Kong</title>
		<link>https://scientificgamer.com/thoughts-shadowrun-hong-kong/</link>
		<comments>https://scientificgamer.com/thoughts-shadowrun-hong-kong/#comments</comments>
		<pubDate>Mon, 24 Aug 2015 11:00:16 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[harebrained]]></category>
		<category><![CDATA[shadowrun]]></category>
		<category><![CDATA[shadowrun hong kong]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=4595</guid>
		<description><![CDATA[<p>In a way, my reviewing Shadowrun Hong Kong is somewhat redundant. This is the third Shadowrun game developers Harebrained have put out in two years. The first, Shadowrun Returns, was one of the very first Kickstarter success stories that traded off some extremely clunky engine restrictions and a so-so main plotline for the very great [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-shadowrun-hong-kong/">Thoughts: Shadowrun Hong Kong</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_neon.jpg"><img class="size-medium wp-image-4598 aligncenter" title="Having a cyberpunk game set in Hong Kong means we're treated to double the neon" alt="srhk_neon" src="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_neon-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">In a way, my reviewing Shadowrun Hong Kong is somewhat redundant. This is the third Shadowrun game developers Harebrained have put out in two years. The first, <a href="http://scientificgamer.com/thoughts-shadowrun-returns/">Shadowrun Returns</a>, was one of the very first Kickstarter success stories that traded off some extremely clunky engine restrictions and a so-so main plotline for the very great novelty of actually being released within six months of when the Kickstarter said it would be. The second, <a href="http://scientificgamer.com/thoughts-shadowrun-dragonfall/">Shadowrun Dragonfall</a>, vastly improved and expanded on what they’d done with Returns to become one of the best RPGs released in the last couple of years. If you are at all interested in Shadowrun, cyberpunk or wordy-yet-well-written RPGs, the chances are that you have already purchased and tried the standalone Dragonfall Director’s Cut. <sup class='footnote'><a href='#fn-4595-1' id='fnref-4595-1' onclick='return fdfootnote_show(4595)'>1</a></sup> By doing so, you will already have a pretty good idea of whether or not you’re going to like Shadowrun in general.  And while I feel like it’s a little harsh to tar Hong Kong with the “more of the same” brush, there is no getting around the uncomfortable fact that it is true in this case: if you leave aside the tonal and stylistic changes (which are a pretty big thing to leave aside, to be fair), Shadowrun Hong Kong is, somewhat disappointingly, an almost point-for-point retread of Dragonfall.</p>
<p style="text-align: justify;"><span id="more-4595"></span></p>
<p style="text-align: justify;">I do understand why Harebrained have done this. First, Dragonfall was critically acclaimed by pretty much everyone who played it, and so they’re sticking with what they know works. Second, they’ve pushed the initially-awkward Shadowrun engine a long way in two years, but it imposes some inherent limitations on what they can do with the game. It was built for easily adding new content that used the existing mechanics &#8212; which is why they’ve managed to crank out three games in three years &#8212; and substantially changing those mechanics would add too much programming overhead. This admirable refusal to allow their projects to suffer any significant scope creep is why Harebrained are pretty much the only Kickstarter developer who delivers their games on time, and it’s why I’ll continue to give those Kickstarters money where I wouldn’t with (for example) Larian, or the Banner Saga guys. It *does* put them in the unfortunate situation of having to do the same trick twice here, though, and the problem with repetition is that your audience tends to have a lot more opportunity to spot the flaws in how it’s done.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_combat.jpg"><img class="aligncenter" title="Combat: much the same as in Dragonfall, except this time you get cooler drones. Or at least Racter gets a cooler drone." alt="srhk_combat" src="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_combat-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">So it is with Shadowrun Hong Kong. It opens with the player character flying into Hong Kong to meet with their foster-father to discuss some undisclosed personal business of earth-shattering importance &#8211; so important, in fact, that the meeting is rudely gatecrashed by corrupt members of the Hong Kong Police Force, who promptly kill both your foster father and half of the mercenary shadowrunner team he’d hired to escort you both into Kowloon Walled City. You make your escape with the surviving shadowrunners, the cops put out an APB (essentially a hit) on you all, and you’re forced to turn to Hong Kong’s triads for help: you provide them with your services as a deniable asset for hire, and they keep the police off your back and help you get to the bottom of why they want you dead in the first place.</p>
<p style="text-align: justify;">Mechanically this setup is almost word-for-word identical to the one in Dragonfall: there’s an initial job that goes bad, you go on the run until you get back to your safehouse, and then you start taking shadowruns to pay off a debt that’ll move the main plot forward. You have a hub area you return to after every shadowrun where you can buy supplies and talk to your companions, and the missions themselves are standalone encounters that usually result in a payday with no lasting consequences. Even the mission computer is the same, and the rationale behind the nobody from out-of-town being elected the new leader of the shadowrunning group you’re with is, if anything, even more preposterous than the one in Dragonfall.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_porter.jpg"><img class="aligncenter" title="I did not get any screenshots of Jivebot. I regret this." alt="srhk_porter" src="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_porter-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Structurally it’s all very similar, then. However, in terms of tone at least Hong Kong is a very different game to Dragonfall. Dragonfall had you working out of Berlin’s FluxState, an area where most of the inhabitants were on your side and you had a good existing support network. By contrast Hong Kong starts you off begging for the help of the triads and trying to stay on their good side; they are not very nice people and the game isn’t shy about reminding you of that fact. Because you’re working for them (most of the time) Hong Kong has a much grimier, seedier feel to it &#8211; in Dragonfall you were pretty unambiguously the good guys, or at least you could play it like you were unambiguously the good guys. Doing this in Hong Kong is still possible, but it’s much, <i>much</i>, more difficult, and given how morally grey the rest of the world has become (and for a Shadowrun game that’s saying a lot) playing it this way almost seems like it’d be out of place.</p>
<p style="text-align: justify;">Sadly the game doesn’t really make the most of the potential that this shift in theme offers. Although it’s heavily implied that you shouldn’t piss them off, you can go against the triads’ wishes if you want and there won’t be any lasting consequences &#8212; it’s just a different veneer laid over the top of Dragonfall, after all, and for all of its scary talk of the criminal underworld Hong Kong proves reluctant to move beyond that core structural idea that the player has absolute control over the pace and the manner in which the plot unfolds. Which I thought was rather a shame, as I feel that even within the existing engine there’s a lot that could be done with the challenge of furthering your own goals while trying to keep the triads on your side. The Shadowrun games have excellent writing, but they’ll also try to pretend the game is packed full of more choice than is actually present by presenting you with three dialogue options that secretly all lead to the same response, and Hong Kong is ultimately the result of this design philosophy being applied to an entire game; it’ll seem different to Dragonfall just so long as you don’t test the boundaries, but as soon as you do you’ll realise you’re being funnelled towards the same actions and the same outcomes.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_matrix.jpg"><img class="aligncenter" title="The Matrix could have been much better if there were more thematic terrain like this. Unfortunately it only crops up on one level." alt="srhk_matrix" src="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_matrix-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Which isn’t to say that Hong Kong doesn’t have <i>some</i> improvements over Dragonfall. Some of them are cosmetic, such as the new ork and troll models and animations making these subspecies seem a little less cartoon-ludicrous, and some of them are an injection of features including new weapons, cyberware and the ability to equip cyber-weapons (think Wolverine’s claws) and train them as a skill branch. Probably the biggest change is to the much-maligned Matrix segments, though, which have received a full visual and mechanical overhaul to try and stop the player from feeling increasingly suicidal every time they see a terminal with the “Jack In” symbol above it. Both the matrix environment and the hostile IC programs within it have a much more interesting look about them, and the matrix gameplay has been changed to a fusion of timed evasion of Watcher IC &#8212; which have clearly marked vision cones, and which will quickly add to your Trace score if they spot you; maxing this out results in an overwhelming response from the mainframe and usually a reload of your most recent save game &#8212; and an odd Simon Says memory minigame to break into the secure storage areas where the juicy informational goodies are being held. This is somewhat better, even if the Simon Says got awfully repetitive after a while (and I’m *good* at Simon Says), but Harebrained just couldn’t resist throwing in unavoidable encounters with combat IC in there too, which means this game segment is thrown back to square one of being stuck in endless pissing matches with enemy programs sat behind Heavy Cover &#8211; except this time you can’t even flank them, as you’ll be spotted and traced by Watcher IC.</p>
<p style="text-align: justify;">Unfortunately because they’ve spent so much time revamping the Matrix Harebrained feel like they have to show it off, and so you spend rather too much time in there compared to the previous games in the series. The penultimate story mission in particular is terrible for this &#8211; it goes on for nearly an hour, and at least half of this time is spent in the sodding Matrix either plinking away at IC or going through the bip-bip-beep-boop of the Simon Says. Even if they’d made it much better than it turned out to be the new Matrix would still massively overstay its welcome, and in the event it’s not that the Matrix isn’t still incredibly dull and monotonous, it’s that it’s incredibly dull and monotonous in a <i>different</i> way. This is not an improvement.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_racter.jpg"><img class="aligncenter" title="Racter! It's like somebody put me into a game. Except I'm not a psychopath. Much, anyway." alt="srhk_racter" src="http://scientificgamer.com/blog/wp-content/uploads/2015/08/srhk_racter-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">For some balance let’s talk about the thing Hong Kong does best, though, and it’s the thing that the Shadowrun series has consistently improved on from game to game: the writing, and in particular the companion dialogues. These are outstanding as ever, and two of the characters &#8212; ghoul samurai Gaichu and mad scientist Racter &#8212; are more compellingly written than anything in Dragonfall. Given how excellent Dragonfall’s crew was that’s really saying something. Hong Kong also does some good work in giving you plentiful opportunities to make use of your companions’ skills; no longer are you stymied by a personal Decking skill check while the NPC decker you dragged along for the ride twiddles their thumbs behind you. If there’s a point where it would be appropriate for one of your companions to do something you’ll usually get a dialogue option to ask them to do it, and sometimes they’ll even cut in on their own. Some of the missions are wonderfully reactive, especially when you do something ridiculous like bringing your ghoul friend to a high society party or a nerdy computer convention. Most RPGs would gloss over how stupid that is, but Hong Kong (usually) acknowledges and embraces it, and I appreciate that it goes just that little bit of extra distance towards making your companions feel like actual people rather than unusually talkative gun platforms.</p>
<p style="text-align: justify;">I think my opinion of Hong Kong has suffered from my relatively recent playthrough of Dragonfall. I haven’t really gotten enough distance from that game for playing what turns out to be a very close relative to seem in any way fresh or new. Given that, it’s not surprising that I’ve recoiled a little bit from Hong Kong’s DNA being so very similar, even while I very much enjoyed the bits that were genuinely different &#8211; the setting and the writing. Dragonfall was excellent compared to Shadowrun Returns but it also set the bar for Hong Kong that much higher, and while Hong Kong is a decent entry into the series I feel that it nevertheless falls some way short of meeting those newly-raised expectations of mine. After what they’ve accomplished with Shadowrun so far Harebrained have quickly established themselves as one of the top-flight developers of PC RPGs, but after three games I am suffering from Shadowrun fatigue and am very much ready for them to hit me with something different. Fortunately this new Battletech Kickstarter they’re talking about sounds like it’s going to be just the ticket; if nothing else Hong Kong can at least stand alongside Dragonfall and proves that it wasn’t just a fluke that Harebrained managed to turn out a game that good, and so I’m looking forward to them tackling one of my favourite sci-fi universes.</p>
<div class='footnotes' id='footnotes-4595'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-4595-1'>And if not, why haven’t you? It’s really very good indeed. <span class='footnotereverse'><a href='#fnref-4595-1'>&#8617;</a></span></li>
</ol>
</div>
<p>The post <a href="https://scientificgamer.com/thoughts-shadowrun-hong-kong/">Thoughts: Shadowrun Hong Kong</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
			<wfw:commentRss>https://scientificgamer.com/thoughts-shadowrun-hong-kong/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Thoughts: Shadowrun Dragonfall</title>
		<link>https://scientificgamer.com/thoughts-shadowrun-dragonfall/</link>
		<comments>https://scientificgamer.com/thoughts-shadowrun-dragonfall/#comments</comments>
		<pubDate>Mon, 13 Apr 2015 13:00:04 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[harebrained schemes]]></category>
		<category><![CDATA[kickstarter]]></category>
		<category><![CDATA[shadowrun]]></category>
		<category><![CDATA[shadowrun dragonfall]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=4461</guid>
		<description><![CDATA[<p>I’m coming to Dragonfall rather late. Originally a stretch goal for the original Shadowrun Returns Kickstarter campaign, Dragonfall was first released as an expansion back in February 2014.  I did play it at the time, and got about halfway through before burning out, something I’ll blame on it coming out a little too hot on [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-shadowrun-dragonfall/">Thoughts: Shadowrun Dragonfall</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_combat.jpg"><img class="size-medium wp-image-4464 aligncenter" alt="dragonfall_combat" src="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_combat-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">I’m coming to <i>Dragonfall</i> rather late. Originally a stretch goal for the original <i>Shadowrun Returns </i>Kickstarter campaign, <i>Dragonfall</i> was first released as an expansion back in February 2014.  I did play it at the time, and got about halfway through before burning out, something I’ll blame on it coming out a little too hot on the heels of <i>Shadowrun Returns</i> for my tastes. Even then, though, I could see that <i>Dragonfall</i> was a significant cut above the game it was supposed to be expanding on. Partly this was because Harebrained Schemes had had time to fix most of the bugs and technical limitations I complained about in my original review, but <i>mostly</i> it’s because they &#8212; gasp! &#8212; also took the opportunity to iterate and expand on the structure and mechanics on their second go around. Harebrained obviously knew they had a winner on their hands because they took the additional time to polish <i>Dragonfall </i>up, overhaul the interface and bulk out the weaker areas of the expansion so that they could release it as a standalone game. And the resulting Director’s Cut is very good indeed.</p>
<p style="text-align: justify;"><span id="more-4461"></span></p>
<p style="text-align: justify;"><i>Dragonfall</i> improves on <i>Shadowrun Returns</i> in just about every single area I can think of. <i>SR</i> did a lot right in terms of theme and flavour, but it fell down badly more than once during the execution; it fell back on combat to resolve situations far too often, not to mention suffering from a barely-camouflaged linear nature that was resolved in a decidedly weak fashion by the denouement of the bug spirit plot. <i>Dragonfall </i>solves all of these problems, and while it’s not without issues of its own it comes off as a much more well-rounded experience that makes far better use of the Shadowrun universe as a foundation to build an outstanding RPG upon.</p>
<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_satan.jpg"><img class="size-medium wp-image-4471 aligncenter" alt="dragonfall_satan" src="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_satan-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">As an example: it’s been a little while since I played <i>Shadowrun Returns</i>, but from what I remember you just sort of blundered from one job to the next, running with a characterless team of generic NPCs and being spoonfed leads by narrative convenience as and when you needed something new to be getting on with. <i>Dragonfall </i>on the other hand hits the ground running by having you be part of an established team of Berlin shadowrunners who stumble upon something far larger than them during the very first mission of the game. It’s painfully obvious that you’re out of your depth, and after the team’s leader gets killed you get promoted to the position and start attempting to untangle <i>Dragonfall</i>’s many plot threads.</p>
<p style="text-align: justify;">The setup that goes on during this tutorial mission is excellent from both a narrative and a mechanical point of view:</p>
<ul style="text-align: justify;">
<li>On the narrative side it hooks the player’s attention: they’ve scratched the surface of a far-reaching conspiracy and they want to see where it leads. This isn’t exactly novel &#8211; just about every single RPG ever starts with the same sort of plot hook &#8212; but it’s a damn sight better than <i>Shadowrun Returns</i>’ random dead guy.  I’ve nothing against a slow-burning plotline, but SR waited far too long to make it personal. In <i>Dragonfall,</i> the shadowy paramilitary organisation you’ve uncovered wants to kill <i>you</i>, not your friend, which makes the stakes far more immediate.</li>
<li>Aside from the threat to themselves, the NPC team members also have the excellent motivation of wanting revenge for their dead teammate as a plausible explanation for why this bunch of otherwise amoral mercenaries would stick together to get to the bottom of the conspiracy. You stick with the same group of companions throughout the game this time around, which gives them far more opportunity to build character and come off as actual people</li>
<li>Finally, inheriting the team leader position gives you control of what contracts you take to fund the team’s investigation. Each contract is a meaty “side”-mission taking up to an hour that’s unrelated to the main plotline, and even though you end up doing pretty much all of them by the time the game is done (hence the quotation marks) they’re much better at projecting the illusion that you’re a team of shadowrunners working for cold hard cash.</li>
</ul>
<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_convo.jpg"><img class="aligncenter" alt="dragonfall_convo" src="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_convo-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Dragonfall is split into two acts. The first act is basically <i>Baldur’s Gate 2 </i>redux, as you take on those side missions to raise 50,000 nuyen that’ll fund an information broker’s attempts to find out what the hell is going on. You can do them in pretty much any order, as well as missions for your companions and odd jobs for the various inhabitants of the game’s hub area, the Kreuzbasar.  Now, as it turns out the amount of money you need to scrape together is curiously identical to the amount of money you get from doing all the side missions so it’s not quite the unstructured dream a Shadowrun game really should be, but I appreciate the thought, and it does give you a bit of leeway by letting you contribute money from your personal account if you want to speed things along a little bit.</p>
<p style="text-align: justify;">Not that you’d want to. <i>Dragonfall</i>’s various contract missions are the best part of the game, written with more confidence than those found in <i>Shadowrun Returns</i> and put together in such a way that you can use your character’s inherent skills (or those of your teammates) to improve your odds and quickly bypass blockers that’d otherwise slow you down. Take the cyberzombie mission, for example, in which you’re tasked with breaking into the R&amp;D facility of a minor corporation to steal their new weapons platform. Once you’ve found it you have to tow it back out with you slaved into Follow mode &#8211; that is, unless you happen to have a decent level of Drone Control, in which case you can use the cyberzombie to shoot up the hordes of of Knight Errant security goons that try to block your escape. Dragonfall is full of small, interesting ways to use skills or information, whether it be to use your Decking skill to quickly hack a door panel or your Biotech skill to decipher some lab notes, and there’s enough of them that it feels like you completed a mission in a manner that was tailored to your character. It partially addresses my complaint that <i>Shadowrun Returns</i> was too reliant on combat; you’ll probably still end up shooting your way out of a lot of situations in <i>Dragonfall,</i> but at least here you get a lot of opportunities to even the odds up beforehand by cutting the power, releasing some nerve gas or dropping the roof on somebody’s head.</p>
<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_eiger.jpg"><img class="aligncenter" alt="dragonfall_eiger" src="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_eiger-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">While they may be comparatively small details, these noncombat flourishes go a long way towards making <i>Dragonfall </i>feel like it has something to offer beyond its <i>XCOM</i>-lite combat system.  It helps that &#8212; like everything else &#8212; the dialogue is a definite step up from the original game, with less purple prose and far more character-building moments for you and your team members. The contract missions also have a lot of range, from the humorous interlude with the insane researcher who has become obsessed with a low-budget fantasy TV series to the horrors lurking in the sublevel of an Aztechnology research facility. Their outcomes are rarely black and white, either; there’s usually a “good” option available to finish them, but since that’s probably not what you’ve been hired to do taking it will usually end up pissing off your employer. You <i>are</i> a team of amoral shadowrunners, after all, and your activities regularly involve things like sabotaging a rival corporation’s research by blowing up the building (and everyone inside). <i>Dragonfall</i>’s pretty good at making you feel that, even though your team members are, on the whole, fairly decent people.</p>
<p style="text-align: justify;">Speaking of the team members, I was very impressed at how <i>Dragonfall</i> refused to conform to the usual stereotypes. I know I just said they were decent people, but they all have murky pasts that you have to work to find out about &#8212; and in some cases just getting them to talk to you at all can be a challenge.  Take Eiger. Eiger is an ex-special forces ork who is used to a rigid command structure and who resents your taking over the team after the original team leader bites it. She won’t respect you if you try to be nice to her; instead you have to call her out on her attitude and remind her who is in charge. Then there’s Glory, an emotionally distant cyborg with razor hands who won’t open up to you unless you’re pretty direct about it; giving her space just doesn’t work. Everyone’s hiding something, and the resulting companion missions are some of the best in the game. My only complaint about them is that they don’t have particularly satisfying resolutions because they tend to tie into events in the wider Shadowrun universe that you have to have some knowledge of to fully appreciate. Shit, I’ve read a lot of Shadowrun sourcebooks, and even I have no idea why Winternight was important or why the game left that particular plot thread hanging.</p>
<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_combat2.jpg"><img class="aligncenter" alt="dragonfall_combat2" src="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_combat2-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Anyway, once you’ve gotten the contract missions out of the way the game moves on to act two, which is a strictly linear romp towards the finale. I felt it lost a little steam here &#8212; I was enjoying exploring <i>Dragonfall’</i>s world so much that it almost seemed like a shame to cut it short by actually resolving the plot. At least it’s done so in a far more satisfying fashion than <i>Shadowrun Returns</i> &#8212; as the name implies it involves a seemingly-dead dragon, which blows <i>SR</i>’s irritating bug spirits out of the water &#8212; and even gives you a nice little coda that implies you and your team carry on working after the final mission. Life doesn’t stop just because you happened to bring down a decades-old conspiracy, after all.</p>
<p style="text-align: justify;">I’ve mentioned combat several times in this review, and the good news is that it’s been significantly streamlined since the original game, with a much-improved interface that makes it clear what your options are and what you have to do to take down a specific bad guy. <i>Dragonfall</i> makes a lot more out of armour- and AP-reducing skills, as well as skills that increase the party’s chance to hit a given target, giving you something to do that’s more than flank-and-shoot. It can still be a little tedious to murder your way through the umpteenth group of security goons, but <i>Dragonfall </i>shows a tad more restraint and at least tries to ensure combat fatigue doesn’t set in that often. Most importantly, manual saving is now in and you&#8217;re only in combat when there&#8217;s bad guys to fight, rather than it being a default state for the entire mission. The segments that take place in the matrix are still utterly awful, however, and I can only assume Harebrained couldn’t figure out how to fix these without completely redoing that part of the game<sup class='footnote'><a href='#fn-4461-1' id='fnref-4461-1' onclick='return fdfootnote_show(4461)'>1</a></sup>.</p>
<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_base.jpg"><img class="aligncenter" alt="dragonfall_base" src="http://scientificgamer.com/blog/wp-content/uploads/2015/04/dragonfall_base-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">What else is bad about <i>Dragonfall</i>? Well, aside from the game’s annoying tendency to assume foreshadowing of events in the wider Shadowrun universe counts as a plot resolution there’s a couple of things that niggle. I feel like a lot more could have been made out of the various cybernetic augments you can have implanted rather than having them act as simple stat boosters &#8211; at one point you get an option to blind somebody with your cyber-eye (that I didn’t have installed at the time), and after that I was wondering why that sort of option didn’t come up in conversation more often. And while you’re sometimes given the option for your better-equipped teammates to do something like hack a terminal or smash down a wall, there are other times where the player character has to do everything while your party members trail mutely behind you. It’s only because the game is usually so good at employing player skills and attributes that these things jump out at me, but it’s a jarring contrast nonetheless.</p>
<p style="text-align: justify;">(Then there’s the engine, which isn’t any prettier two years on. And interface improvements aside it’s also a little clunky to control.)</p>
<p style="text-align: justify;">These are comparatively minor niggles; after all, if the worst criticism I can make of Dragonfall is that it misses some opportunities to make your adventure feel more organic there can’t really be a lot wrong with it. This Director’s Cut is such a dramatic improvement over both <i>Shadowrun Returns</i> and the first iteration of the <i>Dragonfall</i> expansion that the only way I could see somebody having a problem with it is if they seriously disliked cyberpunk RPGs, or just RPGs in general. It’s better-plotted, better-written, better-structured and just generally <i>better</i>, and I think is a large part of why &#8212; unlike most developers who have made a second trip to the well &#8212; Harebrained were able to still bring in a significant amount of money when they went back to Kickstarter for <i>Shadowrun Hong Kong</i>. <i>Shadowrun Returns</i> was a decent Shadowrun RPG, but <i>Dragonfall </i>is a great RPG period, one that’s able to go toe to toe with the best of the genre and which arguably comes out on top.</p>
<p style="text-align: center;">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<div class='footnotes' id='footnotes-4461'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-4461-1'>Which I understand is what they’re doing for Shadowrun Hong Kong. <span class='footnotereverse'><a href='#fnref-4461-1'>&#8617;</a></span></li>
</ol>
</div>
<p>The post <a href="https://scientificgamer.com/thoughts-shadowrun-dragonfall/">Thoughts: Shadowrun Dragonfall</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
			<wfw:commentRss>https://scientificgamer.com/thoughts-shadowrun-dragonfall/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Sunday Soundtracks.</title>
		<link>https://scientificgamer.com/sunday-soundtracks-51/</link>
		<comments>https://scientificgamer.com/sunday-soundtracks-51/#comments</comments>
		<pubDate>Sun, 12 May 2013 11:00:07 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[shadowrun]]></category>
		<category><![CDATA[Sunday Soundtracks]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=3376</guid>
		<description><![CDATA[<p>There&#8217;s a reason I backed the Shadowrun Returns Kickstarter effort pretty much instantaneously, and that reason is the Shadowrun game released on the SNES way back when. As a western adventure-cum-RPG it&#8217;s a bloody weird thing to find on a console at that point, but it&#8217;s very good nonetheless.</p><p>The post <a href="https://scientificgamer.com/sunday-soundtracks-51/">Sunday Soundtracks.</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify">There&#8217;s a reason I backed the Shadowrun Returns Kickstarter effort pretty much instantaneously, and that reason is the Shadowrun game released on the SNES way back when. As a western adventure-cum-RPG it&#8217;s a bloody weird thing to find on a console at that point, but it&#8217;s very good nonetheless.</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='580' height='357' src='https://www.youtube.com/embed/ome6XI_KuIw?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
<p>The post <a href="https://scientificgamer.com/sunday-soundtracks-51/">Sunday Soundtracks.</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
			<wfw:commentRss>https://scientificgamer.com/sunday-soundtracks-51/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
