![]() Between the varied, challenging combat encounters and the somewhat above par (if barely interactive) plot, it's worth the 20ish hours it will take to complete. Shadowrun Returns' bang-to-buck ratio is largely going to depend on the quality of content that springs up from the devs and the community after release, but as it stands today, it's a mostly average RPG running in a visually underwhelming engine. Otherwise, you can import your own or even edit existing ones without an external program. If you're all right setting your campaign in Shadowrun's futuristic Seattle, you'll have access to all of the assets used to make the game. The editor, in fact, is a fair bit more powerful than the campaign would suggest, offering functionality you wouldn't even know existed from having played through. While the bundled campaign offers a decent amount of content for a $20 game, Shadowrun Returns also comes with a flexible editor that will feel intuitive to anyone with at least a basic understanding of scripting and triggers. Even with the best party and the best gear, a couple of small mistakes could kill you. ![]() ![]() Early on, most fights will feel like pushovers (and too far between), but some of the later encounters can be on par with XCOM: Enemy Unknown's Classic Mode. All this while your Decker (read: super hacker) is in cyberspace, represented by a completely different map, trying to complete a combat mini-game to cut off the enemy reinforcements. With a diverse crew, any given round of combat could see you summoning a spirit, throwing a concussion grenade to force your enemies to skip a turn, and unloading with machine gun fire. While the storytelling has its ups and downs, combat is definitely a strength for Shadowrun Returns. Asking "pretty please" a few more times almost always gets the same results, making points in those non-combat skills feel wasted. I never even ran into a situation in which my lack of conversational skills (Punchgar isn't what you'd call a "people troll") made me have to fight anything. Situations in which a character's skills come into play out of combat-such as having enough charisma points to talk past a guard-are largely pointless, as they seem to only save you time in the dialogue tree at best. The narrative is aggressively linear for an RPG, shepherding you from one map to the next without any real opportunity to explore or forge your own path.
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