If you’d told me at the beginning of 2012 that Kickstarter
would become a font for games based on much beloved but now defunct FASA
properties, I’d have looked at you askance.
“Why not use crowd funding to generate games based on original
intellectual properties?” I might ask with the benefit of hindsight. To which I’d reply, also with the benefit of
hindsight, “It’s easier to generate enthusiasm for a property that people are
already familiar with.” At this point I’d
nod, shrug, and then move along, since I still wasn’t super clear on what
Kickstarter was, hindsight or no.
But now, in the heat of Kickstarter’s magic moment, as
titles lovingly Kickfunded begin to drop from the tree of the internet like
overripe fruit, I get it. Kickstarter is
a means by which people can make the games they’ve always wanted to make, but
have never been able to get funding for.
Maybe there’s a perception that these games wouldn’t sell. Maybe there’s a perception that they wouldn’t
develop a following. Maybe there’s a
perception that the intellectual properties or the nebbishy FASA developed
(that is to say, complicated as all get out) rulesets these games are based on
simply wouldn’t translate well.
These are all fair concerns but, it would appear they’re
totally unfounded. Mechwarrior Online is doing pretty well, and Shadowrun Returns, following a tensely delayed release, is sitting
pretty in the top five of Steam’s Top Sellers list for almost a week straight
now. And while Mechwarrior Online was a proof of concept that an old game, a much
beloved game, could be updated and re-released to accolade, Shadowrun Returns is something more: it’s
an original take on a notoriously difficult to translate pen and paper system
that, gets a lot right and promises quite a bit despite presenting relatively
little content out the gate. Shadowrun Returns is a qualified success
and, with some caveats to be defined later, a property to watch over the next
few months.
Some background, for those who don’t want to backpedal and
read my previous entries on Shadowrun: I love the Shadowrun Sega game, and I’m
fascinated by the Shadowrun tabletop system (though I’ve never played a pen and
paper Shadowrun game, I’ve used character generators and poured over the source
material, which is impressively rich and nuanced). I have an emotional investment in Shadowrun
as a property, though less than most: I wasn’t upset over the multiplayer
Shadowrun game that flopped a few years back, but I am excited whenever I see
rumors of a Shadowrun RPG on the horizon.
So when Shadowrun Returns
appeared on Steam, I pre-ordered a copy.
I wasn’t deep enough in the know to put down money when it was still
coming up, but I was psyched at the prospect of a new Shadowrun RPG. When Shadowrun Returns dropped, I settled in
and marathoned for two hours, which just narrowly cleared the character
creation and tutorial portions of the game.
Then I settled in to the game itself, and fell for it. Hard.
To the thoroughly uninitiated: Shadowrun is, first and
foremost, about a world where magic and technology have blended. Two unseen worlds, the spiritual Astral plane
and the technologically created Matrix, parallel the mundane physical world,
and while these planes don’t usually overlap on their own, they collide quite
frequently in daily life, where a hacker with metal legs and a tattoo covered Bear
totem shaman might stand back to back mowing down hordes of corporate
guards. Underneath this overarching
canopy of “magic and technology” there is much, much more to the game and its
world, much of it meticulously detailed and frustratingly complicated. Key components include combat oriented around
guns, spells and swords, and a set of six basic archetypes that can be cleaved
to or mixed together in creative, though often ineffective, ways. There’s a lot of potential for funny stuff to
happen, a focus on social interaction and covert action. For a Shadowrun game to be a Shadowrun game,
you should be able to talk your way out of fights, hack your way around them,
or blast your way through them.
Shadowrun Returns
delivers on these most fundamental portions of the game, constructing six broad
archetypes that gameplay fits around. Deckers are essentially hackers, the
Rogues of the Shadowrun universe. Mages
cast spells that impact the world directly, Shamans summon creatures and use
magic to alter the battlefield and the people fighting on it. Street Samurai focus on ranged or melee
combat, depending on their build, and are presumed to have some sort of
technological body modification that interferes with their ability to use
magic. Adepts are entirely focused on
melee combat, and use magic to bring the hurt on their enemies. Riggers lack a parallel in other RPGs, controlling
a number of combat drones that do things like shoot enemies and heal allies,
depending on what’s called for. It’s
tempting to relate them to Necromancers in Diablo
2, but the analogy is weak at best.
Shadowrun enthusiasts might be disappointed by the
archetypes Shadowrun Returns
presents. They’re not exhaustive: the
Face archetype (a seventh archetype I didn’t list above, because I was really
just trying to list what this game is doing right now) is absent, and rightly
so. There’s no real call to have a Face
archetype in a computer game, despite the fact that I understand that they can
be pretty boss creations in the tabletop game.
The Face abilities are all rolled into the Charisma statistic, a core
attribute for Shamans (who don’t necessarily identify strongly with the Face
role in Shadowrun pen and paper) and manifest themselves primarily in the form
of Etiquettes that players select as their Charisma score increases. More on Etiquettes in a bit, the key thing to
take away from this is that there are no proper Faces in Shadowrun Returns.
Riggers and Adepts are also a great deal more narrowly
constructed than they are in tabletop play.
A tabletop Rigger can be a drone piloting badass or a nervous, twitching
getaway driver, ready to bolt at a moment’s notice. Since long-form transit isn’t a terribly
interesting thing to play in a top-down tactical RPG, it’s understandable that
Harebrained Schemes wouldn’t invest time in creating a “Driver Rigger” gameplay
element. What’s less understandable is
the removal of Gunslinger Adepts, Adepts who use their Chi focus abilities in
ranged combat. Adept skills are
exclusively tailored to making individuals better suited towards melee
combat. Most of them involve some kind
of special melee range Chi strike, and the ones that don’t do things like
increase movement range or magic resistance, which helps melee fighters a great
deal more than it helps the already-in-cover ranged combat fighters who will be
taking advantage of the X-Com like
cover system that Shadowrun Returns
has in place.
Both of these omissions are understandable: Harebrained
developed this game on a very limited budget and in a limited time frame, and
they’ve also established a framework for it to be expanded by the community
base, but the lack of ranged Adept options is a bit conspicuous for me, largely
because that class interests me a great
deal. These are, of course,
nitpicks. Overall, the class archetypes are
lovingly constructed, and well tailored to the gameplay model that Harebrained
Schemes built Shadowrun Returns
around.
And what a curious gameplay model it is! Drawing heavy inspiration from recent
turn-based-classic-intellectual-property-resurrection-darling X-Com, Shadowrun Returns plays as an isometric, cover based strategy game
in combat. Each side takes its turn all
at once, and can do things like set overwatch, hurl grenades, heal
teammates and use elements of the
environment to summon Astral spirits.
It’s no mistake that only one of these things doesn’t
precisely parallel X-Com’s combat
system. Character progression, in many
ways, is modeled off of X-Com’s:
accuracy slowly increases, characters acquire new abilities in combat tailored to
their combat specialization. But the
feel of it all is quite distinct: where X-Com
radiated a certain desperation behind every action, Shadowrun Returns is brimming with excitement at the things you can
do. The potential to lose characters
permanently is there, and the agonizing map exploration mechanics are there as
well, but there’s something about the manner in which combat functions, about
how the math of damage and recovery is done, that makes the stakes seem lower,
and the process of fighting more exploratory than anything else. The summoning is also not insignificant. While you can play through the entire game without
running afoul of summonable creatures, you’re missing out if you do. The mechanics of Rigger Drones and Shaman
Spirits are wonderful to uncover, and twist and reshape fights in ways I would
never have imagined. Also, summoning the
spirit of disease from a biohazard bin is a nice surprise, something only
Shadowrun would ever deign to show me.
But even then, the mechanics are all more or less the
same. It’s the game outside of combat,
which, thankfully, is the bulk of the game, that really diverges from the X-Com model. You’ll spend a great deal of your time
wandering about, exploring the environment and interacting with various
people. In these moments you can talk
your way around or through certain situations, but for the most part you’re
just occupying a particular character in a particular way. Honorable street lifer or money grubbing high
society aspirant, you’ll reach the same end point and have a very different
experience doing so.
But alas, these social mechanics are not without issue. The game is, as many have noted, quite
linear, and the social interactions present alternative routes to objectives,
sure, but for the most part they do little to actually change the course of the
game. The exploration process is tied
heavily to the Decker skill, so players with points in Decking will get more
money and learn more about the world around them faster. I’m playing through for the second time as a
Decker, and while I feel like I didn’t miss as much as I thought I did the
first time around, it’s tough to avoid that completionist pull that so many
RPGs impress players with. Shadowrun
tries to eschew this trope nobly, through a combination of impressively solid
writing (the best I think I’ve ever seen in a game, Torment included) and wonderful
art saturating every aspect of the game.
It also never gates progress around a single required skill and then
holds that skill out of reach (though a plot critical mission does require a
Decker, and many of the Deckers you can hire to assist you on that mission are,
simply put, teh sux). Players can
inhabit whatever character they like.
But curious players might find themselves frustrated by the manner in
which exploration unfolds. Likewise, the
social mechanics are a little wonky: certain etiquettes are incredibly
valuable, while others are all but useless.
In two playthroughs, I only ever once saw a Street etiquette check, and
selecting it didn’t seem worth the bother.
Ditto for the Gang and Socialite etiquettes. Security, on the other hand, is incredibly useful. Is that a problem with the game? Maybe not, especially as modders develop new
modules for the game that employ a broader set of etiquettes, but it’s
certainly an issue in the single player campaign.
All this said, Shadowrun
Returns is actually pretty excellent.
The game world is vibrant, the conversations are superlatively written
and, design hiccoughs aside, the game itself is really solid. I’ve been playing through the campaign with
different classes to see how each set of mechanics functions, and it’s
tremendously enjoyable. There are
shortcomings, sure. The single player
campaign that the game shipped with is short, a little shy of twenty hours, and
it suffers from Neverwinter Nights syndrome
in terms of exploration (must have rogue skills to explore!!!). But it’s
wrapped in an original set of mechanics, and comes with a vibrant set of
modding tools that already promise oodles of user created content. There’s nothing yet, but give it a few
months: I’m confident that veteran Shadowrun DMs will want to share their
passion sooner than later.
And all this from Kickstarter. It’s still a work in progress in many ways
(as seems to be the case with nearly every Kickflarped game I play) but it’s a
brilliant work of passion which, for all its seams and flaws, remains more
compelling than most triple A titles I’ve run across in recent memory. If you like turn based RPGs, if you like
Shadowrun, if you like new experiences that mirror old ones, try Shadowrun Returns. There are many, many worse ways to spend $20.
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