The first two parts of what I’d call the “Shadowrun Returns Trilogy” – Shadowrun: Dead Man’s Switch, and Shadowrun: Dragonfall, showed steady improvement over their earlier installments, reaching a zenith in Shadowrun: Hong Kong. Dead Man’s Switch re-introduced the game mechanics and the world of Shadowrun to video games after decades of absence, along with telling a story that adapted parts of the setting that hadn’t been adapted before.

Dragonfall, for the first time, took Shadowrun, in video game form, out of Seattle – and in the process gave some fanservice to the game’s very vocal German fan base. It also demonstrated elements of the evolution of PC RPGs that the first game lacked – regular party members each with their motivations and story, along with quests specific to those characters that helped to progress their story. However, both games had some mechanical hiccups that made them frustrating to play.

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When I beat Shadowrun Returns: Dead Man’s Switch, I enjoyed the game but found it lacking in a lot of respects. While Dead Man’s Switch was an RPG that captured a bunch of the feel of the world of Shadowrun and invoked one of the classic adventures from the game, it was missing some of the dynamism of the RPG that other PC RPGs brought to the table. Shadowrun Dragonfall addresses these concerns and creates an RPG that is a more marked improvement over its predecessors.

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