The third Shadowrun Returns game once again enhances the mechanical and storytelling elements of its predecessor.
The enhancements this time around are a bit more pronounced (massively improved matrix segments, a cyberware affinity skill, overhauled inventory management, a few noteworthy results for following certain NPC stories to the end), but they come with a trade-off of increased instability. I’ve seen inventory GUI corruption, repeating/blank dialog options, installing the Pain Editor making it impossible to raise Intelligence, a perpetual NPC movement turn softlock (opening the console with ctrl+f1 and using the verbose->hardsave option, then loading the save, will let you get around that particular issue), and broken Int checks in the bonus campaign.
Gameplay is basically the same with the notable exception of matrix excursions; with its new makeover they often play like stealth sequences. The bonus campaign is a bit different though in that pretty much all of its missions involve unavoidable large scale combat at some point. So if you plan to eventually run through that you may want to avoid making a ‘face’ character who’s only focused on passing dialog checks.
Some minor notes:
– If you want the best cyberware money will be very scarce until the bonus campaign.
– Max Charisma check is 7, to avoid a fight in the second to last mission and bonus campaign.
– This time around Gang and Academic are arguably the most useful etiquettes.
— Shadowrunner is useful in the bonus campaign.
– You’ll always have access to a decker.