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![]() ![]() Beyond grenadiers, certain character classes are going to have a hard time with the unbalanced combat. Most enemies seem to be loaded with the magnetic arm cyber-implant, meaning that grenade-based party members - such as Is0bel - are rendered pretty much useless. The whole “Southeast Asian pirate armada” thing is a Chekhov’s gun of immense proportions that goes nowhere. Moreover, those same NPCs continue to behave as if they’re in the original hub, even after being moved to the second. The police in the impound lot seem to have entire dialogue trees, but they still exhaust their conversation options almost immediately. Gaichû’s ghoul powers don’t work in the prologue mission if you bring him along. One can forgive that sort of thing when it can be buried in the overwhelming mass of a good game, but a short expansion - no matter how good the writers and the core game - riddled with rough edges verges on unacceptable. Every single section of this expansion seems riddled with little oversights and exhausted potential. I mean, my player character had saved Hong Kong from an unimaginable evil and became an ambulatory war-machine of implants and cyber-weaponry in the process, and nobody can refer to her by using the proper pronoun that is associated with her gender?įacetiousness aside, misgendering is only one problem that contributes to “Shadows of Hong Kong”‘s whole heap of them. On a metanarrative level, there was something deeply off-putting about that. You know what bugged me most about Shadowrun: Hong Kong‘s extended edition epilogue, “Shadows of Hong Kong”? Characters kept referring to my female ork as “he”. ![]()
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