![]() It’s got the same look and feel as the original Shadowrun Returns, the same basic mechanics, and the same hardboiled writing style. Shadowrun: Hong Kong, released last week, is the third campaign, but it’s the rebooted series’ first real upgrade. ![]() It’s the purest iteration of RPGs’ particular brand of escapism: a string of new lives where you get to pick exactly what you’re good at, the world is built to accommodate it, and you can always start over if you fail. It offers clear choices, but there may be no obviously “right” blanket answer, and the biggest consequences are your own moral qualms. ![]() It’s difficult enough to feel challenging, but not so hard that you can irrevocably break something and only find out three hours later. Tolkien’s supernatural races with William Gibson’s ‘80s futurism.īut Shadowrun Returns isn’t just a throwback, it’s an excellent creation in its own right: a smart and addictive combination of turn-based fighting, meticulous character building, and virtual social maneuvering. The series was one of the earlier Kickstarter video game reboots, with an impeccable geek pedigree - it’s a successor to a video game adaptation of a 25-year-old tabletop role-playing game, set in a world that mixes J.R.R. And if anything in gaming could get away with that endless repetition, it might be Shadowrun Returns. Nostalgia can be a dangerous thing, lulling us into enjoying the same familiar things over and over instead of breaking new ground.
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