Shadowrun Returns enters the Matrix

Cyberspace was cut from the original design for Shadowrun Returns to keep the crowdfunded RPG at a reasonable scale and budget, but what's cyberpunk with a virtual world? After tossing out loads of ideas, developer HareBrained Schemes has finally found a way to make the Matrix work, albeit less vast than in the tabletop RPG.

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Cyberspace was cut from the original design for Shadowrun Returns to keep the crowdfunded RPG at a reasonable scale and budget, but what's cyberpunk with a virtual world? After tossing out loads of ideas, developer HareBrained Schemes has finally found a way to make the Matrix work, albeit less vast than in the tabletop RPG.

"The issue was (and is) how we integrate the idea of a decker entering the Matrix with the rest of the game AND within the boundaries of our production reality. To do it (at least close to right) it would need its own look and feel. It would need new characters and environments and interface and sounds. It would need new gameplay features for cyberdecks and programs and intrusion countermeasures and Black IC and AI," designer Mitch Gitelman explained. "And, and, and. All the reasons why we said we couldn't do it ...

"But we felt like we HAD to do it. It's as much a part of Shadowrun as spell slinging."

So, at certain points during the story, your decker can jack into a Matrix node, deploying programs to defeat the security. Hacking systems can do handy things like controlling cameras, turrets, and machines which dispense poison gas, which I can't say I'd install in any building of mine.

Your hacker is still really in the real world, though, so you'll need to defend them.

Shadowrun Returns launches for PC in June.

Do read Gitelman's post for heaps more on how hacking works, but here's a peek at how it looks:

From The Chatty
  • reply
    April 29, 2013 6:00 AM

    Alice O'Connor posted a new article, Shadowrun Returns enters the Matrix.

    Cyberspace was cut from the original design for Shadowrun Returns to keep the crowdfunded RPG at a reasonable scale and budget, but what's cyberpunk with a virtual world? After tossing out loads of ideas, developer HareBrained Schemes has finally found a way to make the Matrix work, albeit less vast than in the tabletop RPG.

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      April 29, 2013 6:27 AM

      Oh kewl!!

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        April 29, 2013 6:36 AM

        I liked the way it was handled on the Genesis. Hopefully it'll be close to the same, even if it's isometric now.

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      April 29, 2013 6:38 AM

      [deleted]

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      April 29, 2013 6:47 AM

      Part of me is super worried that this is all happening too fast. I mean, I backed the SHIT out of it, because I totally want a new Shadowrun. But I'm afraid it's coming out too soon and it's going to be a buggy POS.

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        April 29, 2013 7:35 AM

        [deleted]

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        April 29, 2013 8:01 AM

        I've gotta hope that because of how the engine is and this being a mostly text driven game for narrative, the ability to work in parallel with each function is what allowed this to come together so quickly.

        The editor looks really nice and easy to use.

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      April 29, 2013 1:11 PM

      Why do you suspect anything bad? They have been great with community about updates and so far everything looks good. I'm a backer as well and I'm all kinds of excited

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        April 29, 2013 1:24 PM

        I'm just cynical from years of working in production on RPGs. These games are hard to make, yo. I want to be clear - I am super excited for this game, and will play the crap out of it. I just hope it's polished and isn't being rushed.

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          April 29, 2013 1:27 PM

          Pretty much this, outside of my lack of experience with the IP (never played a Shadworun game) the other reason I didn't back it was the time line, I'll wait and see but probably still pick it up.

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          April 29, 2013 1:31 PM

          I can understand. Hopefully I don't get to excited and end up being extremely disappointin, it has happened before

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          April 29, 2013 1:37 PM

          On the bright side it's shipping with mod tools. Even if the campaign and data are messed up, as long as the engine itself isn't buggy it will be, it time, fixable.

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          April 29, 2013 2:30 PM

          I agree, it's happened pretty quickly... but if it plays like the gameplay demo they posted... it's going to be exactly what I want. The only worry I have about it right now is that it might be really short. But that is probably not much of an issue because so much post-release content will probably be coming out from them and the community.

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            April 29, 2013 3:49 PM

            we expect high demand for community campaigns and our second city campaign in the months shortly after release. Also the editor should be sent to early backers within 5 days? 10 days? something like that (dont quote me)

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