Shadowrun Returns

Shadowrun Returns

Conflict: Shadow Play 2
26 Comments
🔥💚☲ 23 Mar, 2021 @ 8:29am 
Can be completed only with the console in 2021. Even though this has the best characters writing-wise I've ever seen in any of the SR:X content on Steam, I highly recommend no one play this frustrating, ill-balanced, only sometimes interactive, leveljumping mess. I hope this guy writes short fiction for publishing somewhere, because I'd read it. But that's also what he should have done with this module.
[H2SO4]Marauder  [author] 1 Feb, 2016 @ 3:07pm 
More than a year and a half overdue, version 1.1 is finally here! Thanks to all who've posted feedback and reported problems. I've addressed all of the issues stated below, at least in theory. Do let me know if there is anything else that needs to be fixed.
[H2SO4]Marauder  [author] 14 Jul, 2015 @ 10:36pm 
Thank you to those who have played and especially those who've posted feedback on this UGC. Sorry I have been away for so long, but life happens. To answer the question of how long this UGC is, I would say roughly around 2.5 to 4 hours depending on your play style. Currently it is content complete but not bug free. I plan on patching this UGC based on the feedback I've gotten some time after I've published the UGC I've been currently working on which in theory will blow this one out of the water.

Again thank you all.
Sleeping Viper 12 Jul, 2015 @ 8:27pm 
Is this finished or still being worked on. How long is the campaign?
barbarenkoenig 4 Sep, 2014 @ 11:58pm 
Thanks a lot for the time and effort you put in to make this campaign available, I enjoyed myself thoroughly playing it!
BugBunny 4 Jul, 2014 @ 3:20pm 
Nice mod. Main problems pointed out by Ekees, about the interaction with objects & decking skills in Mission 2. Got stucked at the tenement's fight, can't survive it anyhow (I'm playing a support shaman, not a troll samurai!). Keep on the good works, cheers!
grizlovs 27 Jun, 2014 @ 10:03am 
How long is this UGC? I mean, it is always a pity to grab a good UGC to see it is only for half-an-hour. I also think you could make a better description - the plot descr is important, but you generally need other info to evaluate the product (I usually go for complete stories, no parts, with more than 2 h. of gameplay in normal pace, new char support is very important, and some new featires are also always good but not necessary.) Could you please put more detail in the description? It will be good for your mod!
Ceit 19 May, 2014 @ 9:42pm 
@johnny.killstring I had a similar issue in the tenement where my character was selectable but simply disappeared mid-fight, the fight took 20m to run to completion, then everything dimmed and I couldn't interact. Second try I was insta-killed very early and the same thing happened. The third time I reloaded from the end of Data Run, picked different options, and that worked.
Eanwin 15 May, 2014 @ 1:05pm 
I really like this UGC - Everything falls nicely together. The only thing that I don't like as much, is that when taking the decker with you (and not being a decker yourself), you cannot let your teammate do the decking for you.
And there was a lot of decking skill to be had...
steelcoresoviet 9 Apr, 2014 @ 4:25pm 
I experienced a bug on the final run. Potential spoilers ahead.
There is a guardroom off to the side, which I skipped entirely.
Because Shadow Play is tagged to remain in combat until all enemies are dead, I didn't get any conversation options, after beating the boss.


johnny.killstring 9 Apr, 2014 @ 2:22pm 
(Fantastic UGC otherwise, though I agree with steelcoresoviet on being stuck in rounds. All-around spectacular piece, wish I could finish it.)
johnny.killstring 9 Apr, 2014 @ 2:22pm 
The fight in the tenement won't let me select my character; as such, it seems to be uncompletable - I've let it run 4 times, and it never reaches a conclusion.
steelcoresoviet 9 Apr, 2014 @ 3:53am 
Definately needs an extra coat of polish, but it's overall high quality.

It bugged me to be stuck in combat mode with no enemies on the map. especially given the size of some of the rooms. I also think the runs should end when you complete their main objectives.
maddog 31 Mar, 2014 @ 7:45pm 
I played a lot of UGC in the months after DMS was released, and this is far and away more fun. There are some minor glitches, but bravo on getting the main fun factor down. Ekees and Owlman already covered any criticisms that I can find.
Barkley 31 Mar, 2014 @ 7:34am 
wow, played through mission 2 and was killed by one enemy with a rifle on autofire... i had no chance to come even close to him. he hit even in cover for over 40 dmg and killed one after another. maybe you should disable the auto-fire to burst or single shot.
jerryste 30 Mar, 2014 @ 8:43pm 
I liked the game but like Ekees says the skill use for thing seem to go off your player character's skills and attributes so there are some things you can't accomplish even if you have the skills in the NPC's with you.
matthew.h 30 Mar, 2014 @ 6:58pm 
Approximately how long is this?
Ekees 29 Mar, 2014 @ 5:00pm 
I like this UGC and I intend to play it all the way through. The writing "feels" like Shadowrun should. Constructive criticism:

1) Spelling errors
2) Mission Two: interacting with pbjects that have a choice for causing damage was such that I could only ever use it once. If I left the object alone and tried to reuse it with any of my characters, the interaction with fails as if nothing happened. This means that the player only has once chance to interact with the object even if they choose to do nothing.
3) Was frustrating that the Decking skill challenges in the first and second mission were impossible for the decker that is available for the party (my character is a physical adept)
4) The loot sitting around in the employers mansion is not permanently gone once picked up, you can get the same items again on a return visit (or maybe you intended this?)
solgrove 28 Mar, 2014 @ 9:51am 
Just got to the tenemant and I'm loving this UGC so far - one thing I noticed, aside from the strange stat placements that joshdisch mentioned, is that once you get to the tenements all the nuyen you had before seems to be lost somehow...

Maybe my new "friends" jacked my credstick while I slept in the van. ;)
owlman 28 Mar, 2014 @ 7:51am 
Great mod, really dug the writing and the combat was balanced.

Only complaint has to be the ambush in the tenements. Had to sink a lot of karma into body and dodge for my Shaman/Mage to have even a miniscule chance of surviving three-straight rounds at point-blank range.
Mifu 28 Mar, 2014 @ 4:33am 
in 2nd mission i had granade but cannot use it in dialog option (piple on wall)
in 3rd mission my character was killed, but mission not ended. i could not use computer and finish mission

But...
It's great mod! :)
Zane Grey 25 Mar, 2014 @ 3:59am 
This UGC is excellent! Please keep at it and polish where necessary. I was able to select the Intelligence 3 option to tell the gangers that the Lonestar was near, even though my guy only has Intelligence 2. Later, I couldn't select the Spellcasting 2 option as Blaze, even though Blaze has Spellcasting 2. All "conversation" triggers on objects should retain, so that, for example, I can pull up the conversation again as a shaman if I need Conjuring for something. The containment cell at the end of the lab deactivated after the first time I looked at it. No other problems at all. I think the power level is set up pretty well. You could almost award slightly (slightly!) less karma.
joshdisch 18 Mar, 2014 @ 8:23pm 
There's definitely interest (from me at least). Would love to see this get a little more polished, could end up being really great.
[H2SO4]Marauder  [author] 15 Mar, 2014 @ 7:11pm 
@joshdisch Thanks for the feedback, it's helpful and I do appreciate it. Initially I was going to move right into preproduction on a new UGC but now I'm thinking if there is interest I will probably work on this one some more.
joshdisch 14 Mar, 2014 @ 9:43pm 
2) You should give access to the stash right at the beginning of the run, right after hiring your team. I've got a stash full of spare medkits, grenades, etc. that I can't distrbute to my team.

Just some constructive criticism because there's so much potential here. Keep at it!
joshdisch 14 Mar, 2014 @ 9:41pm 
Have played part way through - on the 2nd mission. I like it so far -pretty good writing, level design, plot. Just a couple suggestions:

1) Seems to have some issues with the power/karma level of both teammates and adversaries. My guy is at 70-some karma, and all of my teammates have probably 20 - level 1-2 in prime skills and attributes, an occaisional 3 at most. The only thing that keeps this from ebing unplayable is the weakness of the enemies. However this means that enemies like the one that I'm assuming is the miniboss of the 2nd mission can walk all over your team. Also, it makes combat a matter of simple attacks as most of the abilities are unavailable at such low skill levels.