Shadowrun Chronicles: Boston Lockdown—Neon and Smoke and Little Else
I was nine and standing in the Sega Genesis section of the local rental place when I first found out about Shadowrun. I couldn’t believe the box art, which felt unlike anything else I’d seen before. I didn’t know what it was that I was looking at, really, but something was happening here. What was that around the corner? Why are they being shot at? What are they wearing? Why is that computer on the side of the building? The ricocheting bullets and the rising smoke and the broken monitors off in the corner. I turned the box over and over in my hands, once a week, for about six months before I finally brought the thing home.
What I found was a world even stranger than I could imagine, one where the technological revolution had been coupled with a mystical one. Rebel hackers teamed up with elven mages to fight against greedy megacorporations, corrupt private police, and ancient evils. At the time, I was enamored with the game’s inclusion of “real” issues: orks and trolls were oppressed populations; many impoverished folks felt the need to join up in local gangs to feel safe; Native American tribes used their (newly returned?) shamanistic power to reclaim their former land. Looking back on it now I can see all the well intentioned missteps, of course. But I still hold a fondness for the setting.
Which is why a surge of adrenaline runs through my body when Deadset, my character in Shadowrun Chronicles: Boston Lockdown, lands a clutch critical hit, zapping an enemy turret that was about to make short work of the rest of my team. “Good going, chief!” says a player in my party. “Null sweat,” I type back, slipping into character almost involuntarily, drawn in by a shared desire to (however briefly) taste the world of Shadowrun. It is a sharp moment. I feel proud for hacking the right thing at the right time. Unfortunately moments like these have to compete with moments of aggravation, disappointment, and boredom that ultimately mar Shadowrun Chronicles. The result is another lackluster cyberpunk game that wants all of the genre’s neon glow without engaging with its murky, complicated politics.
The Other, OTHER Shadowrun Game
Let’s get the confusing bits out of the way first: Yes, there have been other Shadowrun games in the last few years: Shadowrun Returns and its follow up Dragonfall. Yes, like those games, Chronicles features tactical, turn-based combat inspired by 2012’s XCOM: Enemy Unknown. No, Chronicles is not a follow up to those games, nor was it developed by the same studio, nor does it use the same rules and combat design.
Taken on its own, there’s nothing wrong with a different team tackling an established setting in a new way. It’s sort of like when a new director takes hold of a long running film franchise, or a new creative team picks up a comic book and puts their spin on it. It can be exciting to see what they do with their hands on the reins. (All those years ago, this was true for the Genesis and SNES Shadowrun games, too: The former was an open-world RPG, the latter more like a point and click adventure game, and both had their fans.)
But Chronicles suffers because, like a director struggling to emulate their mentor’s greatness, it fails to separate itself enough from Returns and Dragonfall while simultaneously failing to live up to the quality of that series. The broad sketch is similar enough: Isometric, squad-based tactical RPG set in a cyberpunk-meets-fantasy world with a plot of intrigue, friendship and betrayal. Level up your character in a bunch of different ways Get new guns, cyberwear and magical gear. But zoom in a little and things start to fall apart, especially with the game’s story.
All the players typical of Shadowrun are here: A rogue dragon, an opportunistic corporation, rapid urban change. But it’s hard to care about them. Characterization is weak across the board, with NPCs drawn from a set of classic tropes (“tough guy with heart of gold,” “the one good cop on the force”), none of which are painted with any flair or charisma. Chronicles takes place in future Boston, and I mean that as a warning. Most of the time, the characters speak with faux-Bostonian accents that shift and change and never settle and are always bad. Other times, voice acting is missing all together—which, given the bad accents, I guess I should count as a positive.
It’s the player’s own character that draws the most unflattering comparison with the previous Shadowrun games. In Returns (and especially in Dragonfall), players were given the ability to craft characters with what felt like particular backgrounds and perspectives on the world. There, I made Jenn Teal, an elvish socialite with a penchant for making people feel bad (with her words, and then her pistol). She was bright and cruel, and maybe the game tricked me, but she really felt unique.
In Chronicles, all I have is a boilerplate badass, and one who doesn’t even seem to know what he’s good at. Deadset, my ex-corporate orkish hacker, spent whole missions talking about how he didn’t understand what a hacker NPC was doing. When he first saw “the Matrix,” Shadowrun’s VR internet interface that he presumably used routinely, he was shocked. Worse, he was the sort of character who calls magically-traumatized enemies “headcases,” addresses other orks with the canonical slur “Tusker,” occasionally shouts “fragtard!” in combat, and once described an embedded reporter as “a posh bint.” And so I don’t care about Deadset, and I don’t care about any of the NPCs—not Jane the super hacker or the tall troll with the suit or the creepy doctor or any of them. And no matter how many times they show me the Boston Red Sox logo, I just don’t care about Boston. Like many instances of cyberpunk, Chronicles leans hard on the aesthetic, but never really interrogates it.
Prosthetic Gods with Auxiliary Organs
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