Shadowrun Returns Interview

VG247 has published an article-style interview with Jordan Weisman on the upcoming Shadowrun Returns, with some details on the plot, mechanics, the philosophy of the game, the editor, their experiments with having a GM narrator and more.

The article also mentions a 26th June release date, although I can’t find the info anywhere else (the developers only said that the game would be coming out in June in their Kickstarter updates) and it’s not a direct quote, so I would wait a little longer before marking your calendars.

Here’s a sampling:

(The plot is based on secrets and mysteries, so it’s hard to talk too much about it without giving away something,) he began. (You’ve been hired by a woman to find out who killed her brother and ‘˜deal’ with them. Along the way, you’ll have to navigate corrupt cops, mega-corporations, body part peddlers, and ancient . OK that’s enough.)

The game’s futuristic Seattle of 2054 is going to be teeming with plot strands, dangers lurking in every alley and an assortment of enemies waiting to be engaged in combat. There will be much to consider, but Weisman stressed the game still won’t hold your hand. This is meant to be a tough experience for dedicated players.

(Call it respect for the audience or call it old-school gamer mentality but we’re honestly not hand-holding people through a bunch of training on the mechanics,) he said. (Once upon a time, there was fun in exploring and experimenting. We hope to give players enough info to get them rolling and understanding the basics.)

Watching the team’s alpha gameplay demo made it clear that combat will take an open-ended approach. There is great scope to adapt to threats the way you feel is best. Do you take a frontal assault approach and stick your team to cover, or do you try hacking and using alternate routes to gain the upper hand?

The possibilities are vast, and Weisman explained that by combining skills and character types you can really hit your enemies hard, (Our mindset is that you don’t need to balance your team’s skills but there are certainly benefits in doing so. For example, a Street Samurai might have a decent chance of hitting an enemy but if the enemy were slowed by a spell, he would be at a greater advantage.

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