Shadowrun Returns Review (Wubbles)
I'd give this more of a side thumb. Also, if you play in a higher resolution, make sure to turn on the bigger UI in settings.
Good:
The base campaign is decently long and interesting enough. The characters have a fair amount of personality. They aren't all snide and full of themselves in the same way as watching a Marvel movie, or playing Baldur's Gate 3. The abridged game rules are fairly close to the tabletop games'. Music is fitting and engaging for the theme.
Bad:
There are quite a lot of typos in dialogue, inspection screens, and tooltips. Tooltips often don't provide enough information. It's hard to balance a campaign around skills (or reverse); but the base campaign gives heavy incentive to skill into decking, and drone rigging instead of summoning. Melee combat is generally very bad. Guns don't seem to have a penalty in close range, and ammo management isn't too stressful in a game with unlimited ammo. Magic is tricky, and some spells could use a bit more range. Biotech (healing) is underwhelming. Getting 2-3 more healing per skill point for the karma investment is quite bad, but more would be too strong. I think that it needs a secondary effect to give it more utility.
The game is fairly old now, so I have to forgive many quality of life issues. If you set a character to overwatch, you can't undo it. You can't end a character's turn without spending all AP; but you can end the whole party's turn/round. Minions aren't able to benefit from info based passives their master has unlocked, such as seeing enemy HP. Turn order and AP values seem to be buggy. This gets worse the further you get into the campaign. Some enemies will bug and continue to attack after dying (not for story reasons or anything). I did have one soft-lock that required me to open the console, do a hard save, and reload the save. I found a vent that is one-way, with no indication of this.