

After the great game that was Dragonfall, this one feels like a step back, especially in terms of storyteling and pacing. And sadly, there are some really tedious dialogues and characters in there (most prominently Wu, your sidekick, who contributes nothing to plot or atmosphere, but has a real talent for stating the obvious before going on about how he "can't believe it". It's pretty bad). Also, but is also true for its predecessors, combat is too easy. I played Hong Kong on highest difficulty and never felt challenged. Now, I've played my share of turn-based strategy games, but I sure am no tactical genius. Not once I had to reload a savegame and readjust my tactics in Hong Kong. Automatic rifles solve all problems without complications. It's cool but dull. My final negative point concerns roleplaying. I don't find it ideal that you create your character before you have any idea of the role the game wants you to play. Because, unlike in Dragonfall, your role in this campaign is a more restricted one, your age, family ties and some basic facts about your previous life are predetermined by the plot. Which you don't know anything about when creating your shadowrunner, of course. So I ended up creating a character which didn't really fit the role the game piece by piece revealed it wanted it to play. To further elaborate on the tension between player decision and plot imperative: In the epilogue (no spoilers) you're asked what you're gonna do now that it's all over by several characters. Each time I answered I was going to leave Hong Kong. Then the game ends and a few final lines of text tell me my character is staying in Hong Kong to be a shadowrunner. It's a small thing, but it's not the only one of its kind. And it matters, in a game with such a focus on storytelling, roleplaying and getting the "flavor" right. Now, SR Hong Kong isn't a bad game. Some characters are really well done and some runs are truly enjoyable. But it falls short where Dragonfall excels.