Shadowrun Returns - Interview @ GameInformer
GameInformer interviews Harebrained Schemes executive producer Mitch Gitelman about the games expansion Shadowrun: Dragonfall.
Shadowrun Returns has been out for a few months now, and you’ve probably had the chance to get some feedback on how the game was received. What criticisms and praise have you taken to heart, and how will that be reflected in the new Berlin project?
We’re pretty passionate about our jobs and tend to take everything to heart: the good and the bad. Shadowrun: Dragonfall reflects quite a bit of feedback we received since the launch of Shadowrun Returns.
First and most important, Dragonfall has a more flexible story structure than the original Dead Man’s Switch campaign. Players will have the ability to choose which runs to complete first and a larger assortment of side missions to select from. In addition, you can complete optional objectives for factions in the story with their own agendas.
We felt that the Seamstresses Union location in the Seattle campaign provided an effective base-of-operations for the player, but it also wound up feeling restrained and a bit claustrophobic. In Dragonfall, we're providing the player a full Berlin kiez, or neighborhood, to operate out of. You'll be able to explore and interact with a variety of residents and merchants in the area, head to the street doc's office for some new chrome, or retreat to your hidden safehouse to plan your next move.
To support the new structure of the Berlin campaign, and in reaction to audience feedback, we’ve expanded the save game functionality to allow you to save your game at any time.
One of the things we really enjoy in RPGs is interacting with a team of interesting, nuanced characters throughout the campaign. This was something we didn't get to do as much as we wanted to in Dead Man Switch, though we were happy with where we were able to take a couple of characters, such as the bartender & aspiring shadowrunner, Coyote. In Dragonfall, we're introducing a full team of runners with their own backstories and motivations that players can get to know and choose for specific runs, rather than hiring random mercenaries who feel disposable. Each of the characters has a unique set of skills, abilities, and equipment and is designed to play a role on the team.
Overall, we received the highest praise for the look, the writing, and the tone of Seattle, which many players told us was what they’d always seen in their heads. With Dragonfall, our goal is to make Berlin feel like a new and distinctly European location with its own vibe, yet clearly set in the world of Shadowrun and consistent with the themes of the Berlin tabletop RPG sourcebook. To that end, Dragonfall features new environment art, a large new cast of characters, and a new soundtrack.
And, of course, we can’t ship an expansion for a tactical RPG without some new weapons like a sniper rifle, a grenade launcher, or a stun-inducing taser.
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