Posted on: November 28, 2023

polysquirrel
Verified ownerGames: 274 Reviews: 28
Better mechanics, worse story
Overall, mechanically the game is almost the same as SR: Dragonfall, with a couple of improvements: - Bioware affinity skill under Body, and Cybernetic Weapon implant slot, with several cybernetic weapons, including a great, short-range (not close combat), filament whip. - A much better decking/matrix implemention. Now, in absence of black IC (homing, aggressive defensive software), it is a simple stealth game, where you avoid, in real-time, white IC following fixed routes. Only when spotted, turn-based combat, like in previous games, starts. This is a huge improvement. - Etiquettes and Charisma have a larger role, and the outcomes of several early runs affect how the final run plays (although not its final result). Sadly, the story is a bit more of a fantasy cliche. It serves its purpose and doesn't venture into camp/cringe/pastiche territory, but is totally predictable. Fortunately, your fellow runners are, if anything, more interesting than in Dragonfall, and have 'companion quests' as cool as Glory's in the previous game. The overall plot is more fantastical than in the previous games, it's harder to ignore the fantasy aspect of the game. If you liked Dragonfall for the mechanics, you'll enjoy this one, too. It does a good job of scratching the itch for a party-based, tactical cyberpunk pseudo-stealth RPG, that few, if any other games do, but stands out neither as a turn-based cover squad shooter, nor an RPG, if you ignore the setting.
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