2483: Shadows of Hong Kong

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GOG.com has a sale going on right now; it’s really rather good. Like their previous sales, they have a tiered reward system where if you complete various arbitrary tasks on the website and/or buy a couple of games, you’ll get some freebies, no questions asked. This seemed like an ideal opportunity to acquire a few titles I’ve wanted to grab for a while, even if I didn’t want to play them immediately.

Among the titles I nabbed in the sale today were two of the new Shadowrun games: Shadowrun Hong Kong and Shadowrun Dragonfall. I’ve spent a bit of time with the former this evening and come away very impressed — and a little surprised.

I’m not particularly familiar with the Shadowrun setting, but it’s a concept I like: combining hacking, grime-and-neon cyberpunk with orcs, elves and magic fantasy brings together two of my very favourite things, so Shadowrun was always something I was interested in. I’d just never gotten around to checking it out.

I went in expecting something along the lines of the old Infinity Engine role-playing games — that is to say, largely functional graphics, excellent writing, deep character and party building and a non-linear storyline in which you were free to pursue all manner of different sidequests at your leisure before deciding that yes, now was the right time to go and confront The Big Bad, whoever it was this time around.

What I got from Shadowrun Hong Kong was… almost that, but with enough differences to the standard formula to give it a very distinct identity.

I’ll back up a moment and give you some background. In Shadowrun Hong Kong, you play a player character of your own design, who can be male or female and any of the main races found in the setting: human, ork, elf, dwarf or troll. You can then either pick a starting class or build your own by spending “Karma”, the game’s skill point equivalent. There are no traditional experience points or levels in Shadowrun; you simply gain Karma in varying degrees for accomplishing various tasks. Consequently, you can build some interesting characters without having to “grind” as such.

The opening of Shadowrun Hong Kong sees you contacted by your onetime foster father Raymond Black, who urges you to come to Hong Kong to discuss something very important. When you arrive there, you’re met by your adoptive sibling Duncan, an ork man that you grew up with but subsequently became estranged from following an unfortunate run-in with corporate security in your past. Your reunion is far from joyful, since Duncan doesn’t quite know what to make of you having spent so much time apart from you, and before long it becomes clear that something very bad indeed is going on. A group of mercenaries that Black hired to escort you are murdered along with Duncan’s superior officer Carter, and all of a sudden you’re on the run, thrust into Hong Kong’s seedy underbelly to wipe your old identities clean and take up the mantle of Shadowrunners: individuals who work on the fringes of society, often doing illicit deeds for whoever will pay the most. Your eventual aim is to determine what has become of Black, and perhaps to make sense of some mysterious dreams you start having shortly after the story begins.

So far so RPG. Where Shadowrun Hong Kong diverges from what I expected is in its structure: rather than unfolding in a large open world that you can explore at will a la Baldur’s Gate or the first two Fallout games, Shadowrun Hong Kong is instead mission-based. There’s a “hub” area from which you can interact with NPCs, purchase equipment and accept new missions, but each of these missions are self-contained areas that combine a variety of different gameplay styles, each telling their own mini-story along the way, ultimately — I presume, anyway — combining to tell the entire narrative.

The missions are pretty varied; none of them appear to be simple “get to point X” or “kill Y”. Rather, you’re often given a fairly vague objective — perhaps with some optional additional tasks along the way — and then left up to your own devices to decide how to handle it according to how you’ve built your character and the party you’ve brought with you.

One of the first missions in the game, for example, sees you having to deliver a message from the local crime lord Kindly “Auntie” Cheng to one of her underlings, who has started to take things into his own hands a little too much. In order to get to the recipient, you can fight your way in through the guards that block the entrance (in which case you’ll fail the optional “don’t kill anyone” objective), or you can sneak across the rooftops, or you can hack the electronic locking system in the basement, or you can learn the keycode to another “secret” entrance. Along the way, you’ll encounter a number of side objectives, including assisting a young woman who is researching qi flow in the area and retrieving a stolen credit stick from an old man who is mugged by one of your target’s henchmen. Most of these side objectives can be resolved in multiple ways, too; for example, when attempting to recover the credit stick, you can fight the guy and take it by force, attempt to smooth-talk your way through the situation or use your knowledge of criminal culture (assuming you have it) to appeal to his sense of “honour among thieves”.

If and when combat does erupt, the action switches to mechanics straight out of the more recent XCOM games. Each character has a number of “action points” per round, and these can be used on moving, using items or performing various attacks with their weapons. More powerful techniques, spells or items tend to take multiple action points to perform, and some also have a “cooldown” of a number of rounds before they can be used again. There’s a simple cover-and-flanking system in play, allowing you and your enemies to gain tactical advantages over one another through careful movement, and as your characters grow stronger they have more and more different abilities available to use.

Hacking, meanwhile, results in a gloriously abstract minigame straight out of a 1990s RPG whereby you control an “avatar” of yourself in cyberspace, attempting to avoid the various security measures or brute-forcing your way through using “combat” programs if necessary. Reach your eventual destination — be it a valuable piece of data or simply the method to unlock an electronic door — and you’ll have another minigame within the minigame, whereby you’ll have to remember numerical combinations and then decrypt a sequence of glyphs before time runs out. And, in true cyberpunk tradition, fucking up hacking can damage your physical body, so you have to be careful.

The whole thing is tied together by a wonderfully evocative script written by people who actually know how to write, combining vibrant, descriptive narration with believable dialogue. In many ways, it’s as much a piece of interactive text-based fiction as it is an RPG or tactical strategy game; whatever it is, I really like it so far, and am looking forward to playing some more as a much-needed break from all the Palace of the Dead in FFXIV!


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