Shadowrun: Dragonfall - Director's Cut
Just as in the previous story, Dragonfall consumed my imagination for the whole time I was playing it. When it was done, I missed the characters and wanted it to continue. That is perhaps the ultimate sign of a well-told story. As a game, it's pretty good – balanced, challenging combat that calls for a variety of tactics to respond to different situations; viable paths for combat fans, mages and even charisma-junkies; plenty of relevant activities to keep the player engaged during non-combat 'downtime'. But as a story – a piece of interactive fiction that takes a substantial corpus of existing source material and spins an engrossing yarn about power, betrayal, revenge, duty, family and loyalty – it is a supreme work.
Dragonfall is limited by the mediocre game it was an expansion of, but still manages to build a more interesting narrative with better characters. The overarching missions structure has improved, the way you complete these missions has become more varied. Dragonfall may wear the skin of Shadowrun Returns, but underneath it's a far superior game.
For players who may never had heard of Shadowrun, Dragonfall is a firm introduction to what the world is all about. In many ways, it finally fulfills the promise of a real sequel. It won't brutalize players who are new to tactical gaming, and it won't stop veterans cold, but Dragonfall does an awesome job of translating Shadowrun's world into a digital battlefield fraught with shady choices.
Shadowrun: Dragonfall's narrative, characters and world make it one of the best experiences in gaming. Play it.