Parents' Guide to

Shadowrun Trilogy

Shadowrun Trilogy Cover

Common Sense Media Review

Dwayne Jenkins By Dwayne Jenkins , based on child development research. How do we rate?

age 15+

Innovative tactical trilogy impresses on all fronts.

Parents Need to Know

Why Age 15+?

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What's It About?

In the SHADOWRUN TRILOGY, players will be treated to three unique stories in the Shadowrun universe. In Shadowrun Returns, players hear a pre-recorded message from an old friend of theirs, Sam Watts, who reveals that he's no longer among the living. He demands justice by asking the player to find his murderer, promising a decent sum of money for their efforts. In Shadowrun: Dragonfall, a seemingly simple mission has gone terribly wrong, killing one of your teammates and revealing a hidden military base. Realizing you and your crew have been set up, players will follow a series of clues, uncovering a conspiracy that threatens to destroy all of humanity as a great beast looms, waiting for its chance. In Shadowrun: Hong Kong, the player is released from prison, and quickly receives a message from their adoptive father to meet in Hong Kong. Once there, the Hong Kong Police Force ambushes you, believing you to be part of a terrorist organization. Can you clear your name in time, or will you once again find yourself behind bars – or worse?

Is It Any Good?

Our review:
Parents say: Not yet rated
Kids say: Not yet rated

Sometimes, a classic game gets released to a newer audience and proves itself all over again. Shadowrun Trilogy accomplishes just that by offering layered, engaging systems that allow for player freedom and choice. The game uses its tabletop origins to create an engaging world that has so many satisfying details for players to discover. The combination of traditional fantasy and science fiction serves to make every strange interaction you have with any character unique while implementing a tactical element to combat that rarely loses its shine throughout the trilogy. While each game has a main storyline to follow, players will find themselves lost in everything else. Most of the side quests players can find offer a deeper look into the larger Shadowrun universe, and the colorful cast of characters with their wonderful quirks will keep players doing anything but what they're "supposed" to do. Adding to that sense of discovery are all the meaningful dialogue options and skill-based actions, making the world and characters feel like dynamic pieces of a bigger puzzle.

Beyond the well-written stories and characters, of course, is stellar tactical gameplay. In addition to being able to choose from a variety of classes and archetypes that change the moment-to-moment gameplay drastically, players will also have plenty of options when it comes to interacting with the surrounding environment as well. While players can absolutely choose to be simple run-and-gunners with little else to back them up, there's also the option to be mages, shamans, and hackers. Hacking, specifically, is a treat as it's possible to hack into a "matrix" and manipulate the level to access new areas or stop enemy reinforcements from getting to your party. Throughout the three games, there's a good sense of pacing when it comes to the action vs. the layered, well-written stories featured. The only thing that brings the trilogy down is the fact that its middle entry, Shadowrun: Dragonfall, is easily the best of the bunch, a perfect distillation of the trilogy's best qualities. Shadowrun: Hong Kong, while a worthy end to the trilogy, doesn't quite hit the highs of its predecessor. But all in all, the Shadowrun Trilogy is the best the tactical RPG (role-playing game) sub-genre has to offer, and for fans of the intensity and close calls of these sorts of games, you'll feel right at home here and then some.

Talk to Your Kids About ...

  • Families can talk about probability, a core concept not only found in the Shadowrun Trilogy but in the tactical RPG (role-playing game) sub-genre as a whole. Can tactical RPGs be a good way to subtly teach children about probability through varied, situational percentages? Why or why not?

  • What makes a trilogy successful? Is it dependent on making sure there's a good sense of progression from one story to the next, or is it more so the ability to begin and end on a high note? What about if the series extends beyond a trilogy?

Game Details

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