Shadowrun Returns

Shadowrun Returns

Seattle Blues
101 Comments
PloKoon12 8 Apr, 2020 @ 3:52am 
It's 2020 here. And it is still awesome. Although I had no in-game soundtrack for some reasons, I still enjoyed every part of it.
You did a great job! :cybereye:

P.s. I found random cyberpunk music playlist on Youtube Music, and it helped to follow the atmosphere.
CyclopticBrawler 14 Mar, 2015 @ 7:58pm 
Love the whole hard boiled feel of this one. Sort of a cross between Blade runner and Hard Boiled. Very enjoyable. Couple minor glitches but I worked around them. Over all excellent work.
Tiny Buckethead 4 Mar, 2015 @ 8:34pm 
Tough going but friggin awesome!
Guardian 24 Jan, 2015 @ 4:29pm 
1) There was an odd bug getting the key to open the gate. Apparently visiting the gate, getting the key, then returning will not advance forward. Going straight for the key, then the gate, allows for the zone transition to proceed.

2) It would have been interesting to see this tweaked to make deckers and other odd classes an option. I played an SMG Samurai/Decker, and I had no problems at all.

Short but very sweet. I would have liked to see more dialogue options, but map design and combat was pretty sweet. Well done :)
gjd 27 Oct, 2014 @ 1:24am 
A very enjoyable and well-written UGC. Early confusion over the text about the rusty key that's dropped in the cemetary - what's important is that the exit gate opens (could add: "You unlock the gate"). Missing medkits in the bar was fixed for me by unsubscribing and resubscribing - then all merchants worked normally. My Mako was a street samurai with shotgun + pistol (to finish 'em off while saving shotgun ammo), as hinted in the story opening. By the end he had 40 hit points and enough magic for haste + healing + aim + air barrier, and Biotech to see wounds, and a couple of dozen XP and several thousand newyen left over. With careful attention to terrain and cover, I was able to play on Very Hard right through.
boski.ja 25 Oct, 2014 @ 9:48am 
Short but intense story. Few advices for players: Body, Quickness and range combat + weapon of choice (I suggest rifle) are essential here. It is a solo run and deckers are useless. I played on hard level, did try very hard first but it was too painful and constatn quick loading is not interesting so I'd rather suggest hard level instead.
laozhuge 30 Aug, 2014 @ 4:40am 
Crankydaddy, the same happened to me. It's a game breaking bug at that point.
Cyrius 3 Aug, 2014 @ 11:01am 
I enjoyed this UGC! Thanks! Is a sequel in the works, or is it not planned/indefinitely on hold?
Karriks 24 Jul, 2014 @ 6:53am 
Just completed a mod, bug described below was only one i have seen.
Karriks 24 Jul, 2014 @ 5:51am 
crankydaddy99 to avoid this bug first - pick the key, and only after it go to steamworks.
crankydaddy99 23 Jul, 2014 @ 9:37am 
Picked up a steamworks key but the steamworks do not start. been all around the map and the named entrance.
Mr. Bator 22 Jun, 2014 @ 2:09pm 
Is everything now working as intended?
Gojira1000  [author] 31 May, 2014 @ 7:43pm 
Wow, a patch somewhere broke the hell out of Steamworks. Fixed the immediate issue but I need to retest the whole thing now. Hopefully nothing else quite that horrific.
Gojira1000  [author] 31 May, 2014 @ 6:06pm 
Steamworks operates properly for me, will see if there's something new and silly going on. Apologies for the slow response, been busy working. On the plus side, the first maps are done for the upcoming content pack. Fair warning, I'm a writer by trade, not a coder, so it's a slow process not necessarily smothered in faerie-glitter from a gameplay mechanics perspective. But if you like a good story, you should be all right.
profzoom7 15 May, 2014 @ 4:12am 
Was there ever a fix to the steamworks??....key doesn't drop.
Sandal 18 Apr, 2014 @ 1:22am 
I'm also on the entering steamworks part. Don't know if I missed something earlier or if it's a bug :-/
bukkarooo 4 Apr, 2014 @ 2:05pm 
Incredible writing and atmosphere so far, I really love it. First mod so far to have quality comparable to the main campaign. BUT, I've run into the same issue where the Steamworks key does not drop. This is really disappointing and I hope it gets some sort of fix soon.
countuebles 2 Apr, 2014 @ 4:51pm 
Same here, no chance to get into the Steamworks as the Punks do not drop any key
andrew.pasko 31 Mar, 2014 @ 7:22pm 
I can't get into the steamworks. Any suggestions?
azareon 11 Feb, 2014 @ 2:30am 
Okay, finally found the gorram' problem. After I geek all the gangers in the place before the entrance to the steamworks, the key doesn't show up in my inventory. What's up with that?
azareon 10 Feb, 2014 @ 3:35am 
I can't get into the steamworks. It says something about a key on one of the punks but I can't find it anywhere on the map.
Zane Grey 16 Jan, 2014 @ 4:01am 
Difficulty way too hard. There is no reason for multiple level 2-3 bad guys at the very beginning, including a mage nuking you with spells, when all the main character has is a pea shooter, and no option to import a character.

I wanted to create a balanced gun and sword samurai, but the intense difficulty from the very start makes this impossible. Not enough health kits lying around for this kind of battle-driven plot, and no option to buy more after going home. Even if you do know you'll be gaining a shotgun and dump the points there, some kind of a glitch takes the gun away from you when you go home. Leaving home and going to the next level removes the other gun as well.

The name of the game is Shadowrun. I would have much liked to have seen the end of this story, but I think I need to hire some runners, and there's no option for that either.

I don't know why other people liked this. The aforementioned glitch will not allow me to finish the story.
elthereen 14 Jan, 2014 @ 3:06pm 
Okay... after I've slept and survived the ambush, I'm heading for the Oak Street massacre. But my runner didn't bring any gun with her. Why? Is this a bug or I missed something?
OoooordEr 18 Dec, 2013 @ 7:04pm 
Salut ! Just send you a friend invitation because:
1. I loved your UGC, and when I started to hack campaigns to test my items into them, Seattle Blues was always the best choice.
2. with your permission, I'd like to publish a version of your content pack wich enables most of the items mods around ... directly by the players, thanks to anyone's content pack dependency.
3. because Gojira is an awesome french metal band :) !
Rudedog 11 Dec, 2013 @ 4:14pm 
Easily one of the best UGC to date. When it ended I had a weird dual feeling of satifaction and intense desire for more. Played as a Troll Sam/shaman. LOVED the hallway of death! I just about shat myself in panic before I started mowing them down.
Mizaroth 7 Nov, 2013 @ 1:54pm 
thumbs up and favourited!! sure hope youre going to make more mods, this one was a blast!
Conan, Cimmerian 7 Nov, 2013 @ 8:20am 
Is it a bug that there is no music playing or is it intentional...? Hearing nothing but your own footsteps in a bar is a little depressing
karmavirus 6 Nov, 2013 @ 8:48pm 
Top Notch run. A good 2 hours bug free and well written. Simple but very compelling plot and best of all, very well done difficulty progression. Voodoo and Jez made for some tough but beatable fights. Died twice on Voodoo, but once I figured on how to run in and out and take cover quickly, it was much better. Around the last part you get to level up and equip yourself, I mixed my street sam with some magic. Only down part was that I didn't get to use my decking skills, though I did notice a jack there that I might have been too unskilled to use. Please keep up the good work and continue to make these awesome mods.
Sedmeister 5 Nov, 2013 @ 10:03pm 
This is an excellent run. Simple, moody, no bugs end to end. Thanks for this. Will keep an eye out for more of your work in the future.
Flak-Bait 3 Nov, 2013 @ 7:00pm 
Spec-freaking-tacular! Bug free, fully developed & complete story arc, excellent writing and overall design. Exceptional UGC!!
pokerface_666 2 Nov, 2013 @ 7:15am 
Just replayed it... man I LOVE Seattle Blues... Keep them coming mate. I love grey antiheroes :)
Cutlass 2 Nov, 2013 @ 5:48am 
Excellent stuff. I had a blast going trough it. Just needs some minor fixes for text displays that are gone too swiftly and some item pickups that 'stick'. Otherwise, good job!
Mike Yeah 28 Oct, 2013 @ 11:29pm 
Good job! Finally, one that has a start and finish to the story and not too buggy!!!
Furry Wrecking Crew 6 Oct, 2013 @ 10:08pm 
I started over, making my own char. and investing in nothing but Body, Quickness, Ranged Attack and Shotgun (and Pistol at the start) I had some left over for Dodge at the end. The last 2 stages consisted of me one-shotting half the bastards, or using the spray shot for mowing down groups. The point allocation is key in this UGC.
Furry Wrecking Crew 3 Oct, 2013 @ 11:57am 
Is it just me, or was this designed for someone playing on Easy or Normal? I beat SR on Very Hard, and it won't let me pick a difficulty for the UGC. The area with the gun turret seems impossible. I went in with all the medkits you can buy at the time, put karma into Body, Ranged Weap and Pistol, and STILL can't beat this segment for the life of me. Even on my luckiest run, I got to the turret with no medpacks and a sliver of health.
diwall 29 Sep, 2013 @ 6:56am 
A little too much fighting to my taste but a solid story. I would have liked more dialog and more dialog options (spoiler : like backing off to go the funeral near the end when Merlot asks you). Thanks for the hard work !
rasoli_melanie 28 Sep, 2013 @ 5:25pm 
Great work ! Really hard at the beggining but fun nonetheless.
Planning to do more ?
Kapitan Slowpoke 17 Sep, 2013 @ 9:41am 
start oak street without weapons. Not sure it's bug or feature
dave.gerard 16 Sep, 2013 @ 4:39pm 
This one was a real mofo at the start. I tried running a rigger but just couldn't make it through the graveyard. Had to switch to a sam to get it done! A great UGC and alot of fun to play!
Wotsup 15 Sep, 2013 @ 10:21pm 
Despite it being run and gun focused , I still found the story interesting enough to enjoy. A nice little campaign.
VonArstein 12 Sep, 2013 @ 5:48pm 
i liked the start very much - but after i woke up in my room i couldn't change my weapon anymore. finishing the next level just with a crapy handgun was impossible. :(
Samael 11 Sep, 2013 @ 11:58am 
this is just awesome!
gunning through that hallway full of guards was absolutely cineastic as hell! thanks for a great time!!
TuraelFA 11 Sep, 2013 @ 2:24am 
Can u upload this at http://shadowrunreturns.nexusmods.com/ too ?
Quint Deckim 10 Sep, 2013 @ 12:43am 
Pretty good! Esp. w/ the amt. & timing of Karma given for completing objectives (at least for Street Sam./Conjuror). Iron out the bugs and I'm sure this series wil become a must-have favorite.
Phonyxus 9 Sep, 2013 @ 10:11pm 
Wow...didn't realize there would be a sequel, sweet! Is it going to be a direct sequel though? I though the story was pretty much on its own, like a good standalone minisode.
Gojira1000  [author] 9 Sep, 2013 @ 5:15pm 
Glad to see people are liking Blues. The sequel is underway and maps are being made.
manne6 9 Sep, 2013 @ 3:40pm 
liked it very much!!in one map i was not able to change my weapons got 3 slots with ak rifle shotgun and a axe but i could only switch between rifle and fist the rest disappeared in the last map it worked thx a lot for the exciting mod greetings to all
thegattitude 8 Sep, 2013 @ 2:10pm 
Good job! Liked the dialogue as well as tactics required.
fritztcoyote 8 Sep, 2013 @ 7:32am 
Great story, and great action. Takes some tactical thinking and a focused use of karma to concentrate on a street sam's prime needs. Excellent work chummer, thanks!
Phonyxus 8 Sep, 2013 @ 7:11am 
Not every mod need Street Samurai Catalog...the weapons in the original game is offbalance as it is lol. I played a pure assault rifle street samurai and boy did I breeze through it, from the beginning to the end.
The karma pool definitely gets more generous towards the end, didn't expect to reach 120pt and get another AP. I think this mod can actually act as an excellent sample to test some character buildup.