Shadowrun Returns
Cyberpunk meets high fantasy in this tight, isometric RPG - a faithful revival of the classic SNES/Genesis tabletop adaptation that nails the genre mashup.
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About Shadowrun Returns
Shadowrun Returns is a turn-based isometric RPG set in a near-future Seattle where megacorps run everything, elves shoot assault rifles, and a shaman can summon a spirit to rip through your enemies while your decker jacks into the Matrix to disable security cameras. That sentence alone should tell you whether this game is for you. Harebrained Schemes pulled off something genuinely tricky here: they took a beloved pen-and-paper IP with a deeply weird genre identity - cyberpunk noir layered on top of Tolkien-style fantasy races and magic systems - and made it feel cohesive instead of chaotic. The gameplay loop is a mix of story-driven mission runs and short, tactical combat encounters. You build a character from several archetypes: Street Samurai for the frontline bruisers, Decker for the hacking specialists who operate in a completely separate cyber-dimension during runs, Mage and Shaman for spellcasters, and Rigger for drone operators, among others. The karma-based progression system lets you spread points across multiple disciplines, so hybrid builds are totally viable. A Street Samurai who dabbles in Biotech or a Shaman who keeps a shotgun handy will hold up fine, though going full specialist usually rewards you with cleaner solutions to encounters rather than harder fights. Where the game really earns its Very Positive rating is in its writing. The main campaign - Dead Man's Switch - is a murder mystery framed as a classic noir job, and it has genuine atmosphere. Dialogue is sharp, the world feels lived-in, and the Shadowrun lore about corporate dystopia and the Awakening (magic returning to the world) is introduced at a pace that respects new players without boring veterans. That said, the campaign is relatively short, clocking in around eight to ten hours for a focused playthrough. Interactivity is limited compared to deeper CRPGs - most choices are cosmetic or dialogue-flavored rather than branching in ways that dramatically alter outcomes. You will not find a Baldur's Gate level of consequence here. The linearity is real, and if you go in expecting that, it lands much better. The weakest point is the lack of a manual save system, which some players find frustrating in longer missions, and the UI can feel a bit sparse. Replayability on the main campaign is modest unless you enjoy testing different archetypes, but the Steam Workshop integration opens things up significantly - the community has built some genuinely impressive user campaigns that extend the experience well beyond what ships in the box. Harebrained Schemes later released Shadowrun Dragonfall and Shadowrun Hong Kong, both of which expand the systems and storytelling considerably. Returns works best as an entry point into the series rather than a standalone destination. If you want a concise, well-written cyberpunk-fantasy RPG that respects your time, knows exactly what it is, and doesn't pad itself with filler quests, Shadowrun Returns holds up. Come for the genre mashup, stay for the Decker sequences. Monika, Scout Team
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Game Info
- Developer
- Harebrained Schemes
- Publisher
- Harebrained Holdings
- Release Date
- Jul 25, 2013