Definitely not a review, more of a nigh-incoherent rant about Shadowrun (Dragonfall), a game by Harebrained Schemes.
You know, I’ve been chewing on this for a while but I still have no idea what to think about Harebrained Scheme’s Shadowrun series. Or Dragonfall to be specific, because that’s the only that I’ve tried. Am plowing through. Anyway, it’s the sort of RPG that you plow through. Not a single-weekend-of-serious-focus affair, more play it for four hours a week for a month or another couple.
I guess most of my opinions about it derive from that I usually play it when I feel sick. I don’t know why. It doesn’t make me feel any better, but I guess it has that throwaway sort of gameplay that’s good to play when I can’t think of anything better.
Which is bloody ironic because it’s a tactical role-playing game.
Anyway, the game itself. Shadowrun Dragonfall is Harebrained Scheme’s second game for the Shadowrun series, which is a series that started about twenty years ago as tabletop RPGs. I don’t have any experience, like at all, about tabletop roleplays–it’s just not the sort that exist where I live–but I’ve been around the internet. I’ve played some play-by-post roleplays, I know how dice-rolling and stats management work. So the way that Harebrained’s Shadowrun video games work, with its overabundance of numbers and dice rolls, turn-based schemes, and heavy customisation–classic RPG mechanics that modern video games have eschewed because, heck we have better technology now, why are we still rolling d20s–they’re not really strange to me.
I’m not surprised that Shadowrun is very much a classic RPG. I’m surprised that, in the year 2013 of the twenty-first century, they’re still relying so much on words as if we’re still listening to a Game Master rambling about what sort of horrors your character has discovered.