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Shadowrun Returns brings back one of our most original & cherished game settings as a 2D turn-based RPG for tablets & PC.
36,276 backers pledged $1,836,447 to help bring this project to life.

Shadowrun: Dragonfall - Director's Cut // Help Promote Us on Steam!

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Hey guys! The Director's Cut has been out for a week and we're already off to a strong start. But we think there's a lot more RPG fans out there that would enjoy the game - we want to reach them, and now there's a great new way you can help. Earlier this week, Valve unveiled their major "Steam Discovery Update" for the Steam store. Not only does the store look a lot blue-r now, but they've made some major changes to how games can be discovered and surfaced on the marketplace based on YOUR reviews and recommendations. Just in the last 48 hours we've seen Shadowrun Returns and Shadowrun: Dragonfall - Director's Cut appear on a number of great Steam Curator lists - RPG Codex and Kotaku Recommends among others - which is awesome! 

If you love Dragonfall and want to help spread the word, there's two things you can do right now (I know I sound like a public radio broadcaster, sorry):

1. Leave a User Review for Shadowrun: Dragonfall - Director's Cut. (The review box is right near the top of our Steam Store page.) Valve has made user reviews a lot more important in the recent update, including a nice summary at the top of our Store Page - we're currently "Very Positive"!

2. Start Curating! Here's a good overview of the new Steam Curators feature. The more Curators that add Dragonfall to their lists, the more we'll show up to players who follow you or who like similar games. Start a list of your own, or leave comments for some of your favorite Curators and suggest that they add Dragonfall to their lists!

Thanks guys! And, in the spirit of Steam Curation, we've started our own Steam Curator List on Steam. These are games we're big fans of here at Harebrained and that you might like if you enjoyed Dragonfall. Follow it here!

In other news, we've just released Patch 2.0.5 for the Director's Cut, which addresses several bugs and issues that have surfaced since launch. It's available now on Steam and will be soon on GoG and Humble (we've sent them the updated builds already, there's just a bit of time delay before it gets updated.)

Lastly, in the week since launch we've received a TON of extremely kind words from you guys, from press, and from new players alike. I wanted to share a few of our favorites. It's incredibly heartwarming to receive this kind of direct feedback for the work that we're doing and it's one of the greatest parts of game development. Thank you all so much for a fantastic reception.

- Mike

Mitch and I celebrating launch day with obligatory whiskey & cigars!
Mitch and I celebrating launch day with obligatory whiskey & cigars!
And the whole Dragonfall team!
And the whole Dragonfall team!

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"The ultimate edition of Shadowrun Returns, the glorious return of the popular tech-meets-magic pen-and-paper role-playing game to the digital realm." - Kotaku

“As it stands, it’s the definitive Shadowrun experience, and is easily one of the best, if not the best, tactical-RPGs of 2014. Do yourself a favor and buy the game. Director’s Cut is clearly worth every penny.” - Hardcore Gamer

"If you haven't played it yet and any bone in your body enjoys isometric CRPGs, I don't even know why you're still reading this." - PCWorld

"Thanks for being a great group of talented people. Shadowrun for the SNES was a seminal moment growing up. I am 32 now and grew up in the time of game rentals. I must have rented it so much that I probably should have just bought the damned thing. You guys captured and improved every element of it, delivering what to me is a near perfect gaming/shadowrun experience. As soon as I saw your kickstarter I had to become a backer and haven't regretted it once.... and now you go and pull a classy move like giving me the directors cut for the expansion for free. You guys rock. Thanks again chummer. "

"Releasing an improved version of an already excellent game for free, this is how I wish all developers treated us fans. YAY HBS!"

"The AI is already noticeably better. Poor Dietrich, his liver's already traumatized and now you've all gone and perforated it."

"I've been gaming for a long time, and I care about my hobby and the state of the industry. It seems like almost every bit of news you hear about the games industry these days is bad news, horrible behavior from consumers and developers alike. I take such news with an enormous grain of salt, but it's still depressing. And then there's Harebrained Schemes, who made a great game, then made it even better, and then gave it to your customers for free. And that's just awesome. "

"I'm sure you are very busy, but I just wanted to drop a quick note thanking you for the release of Dragonfall: Director's Cut. I very much enjoyed Shadowrun Returns and, while I own a copy of Dragonfall, I've been very busy this year and haven't had a chance to play it yet. So imagine my surprise when I checked out my Steam account this morning and saw that you took a game that was, by all accounts, an awesome and refreshing RPG and made it even better... and there it was already sitting in my Steam library, waiting to be played."

"Been playing it almost nonstop since it was released and I'm still not done- just got to the final mission. The DC is incredible. This could very well qualify as my favorite video game of all time. Just sheer awesomeness without the filler content in other RPGs. When it's released on Android I will gladly buy it just to support HBS. I hope to see more Shadowrun games from HBS. If you do a game with the DFDC engine in another city I will pre-order or back it on KS if you decide to go that route again. Bring it on chummers, I need my BTL fix :)"

Shadowrun: Dragonfall - Director’s Cut is LIVE!!!

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Shadowrun: Dragonfall - Director’s Cut (our bigger, better and STAND ALONE release of Dragonfall) is now available!

For all of you existing Dragonfall DLC owners and Shadowrun Returns Backers, the Director’s Cut should now automagically* be present in your Steam, GoG or Humble library. You’ve been great supporters to our small studio and you’ve already bought the game once - we didn’t think you should have to buy it a second time. So here’s the latest and greatest version of the game for free. You guys rock!

Only one small request in return: If you like the game, please tell all your RPG-playing friends about it! And share the trailerThis is our biggest Shadowrun game yet, and we think that makes it the definitive Shadowrun RPG experience on PCs. It’s the perfect opportunity for existing fans and newcomers alike to get in on the action. The Director’s Cut (Windows/Mac/Linux) is available on Steam, GoG, and Humble for $14.99.

Lastly, since I have a public platform for it right now: A HUGE, huge thank you to the rest of the Shadowrun dev team here, both past and present. I know each one of you has put a ton of passion, time, and talent into this game and it’s really paid off. I’ve never been more proud of our work, and of our contribution to the world of Shadowrun. And... we’ve said it before but I’ll say it again: Thank YOU, backers and fans, for your continued and constructive feedback, for always helping us get the word out, and for making the last two years of Shadowrun development possible. It's been an amazing experience and a wild ride.

From everyone here at Harebrained Schemes, we hope you enjoy Shadowrun: Dragonfall - Director’s Cut!

-- Mike “The Director” McCain

*Steam: The Director’s Cut will automatically appear if you’ve redeemed your Steam Key for the DLC version of Dragonfall (since this is the only way that Steam knows you own the game). If you haven’t redeemed your key yet, don’t worry - when you do redeem it, the Director’s Cut should also appear. Your copy of the DLC version of Dragonfall will not be removed, it will continue to be downloadable and playable. If you are a Backer and still need your key, please email us at info@hbs-studios.com.

*GoG: If you’ve previously purchased Dragonfall DLC, you will receive a key for the Director’s Cut available in your GoG account. Your copy of the DLC version of Dragonfall will not be removed, it will continue to be downloadable and playable.

*Humble: If you received a Steam Key via Humble, see the above Steam directions. If you purchased the DRM-Free version of Dragonfall DLC from Humble, the Director’s Cut will be automatically added to your existing download page in Humble.

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For any other questions, refer to our FAQ here, hit up the Steam forums or shoot us an email at info@hbs-studios.com.

Shadowrun: Dragonfall - Director’s Cut // Dev Diary #4: New Visuals & UI

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This is the last of four Dev Diaries in which we discuss the new additions and improvements in Shadowrun: Dragonfall - Director's Cut, a standalone release of our critically-acclaimed Dragonfall campaign which first premiered as a major expansion for Shadowrun Returns. (Note: Backers and existing Dragonfall owners will receive the Director’s Cut for free!) Shadowrun: Dragonfall - Director's Cut goes on sale September 18th for $14.99 on Steam, GoG and the Humble Store.

Trailer // FAQ // Dev Diary #1: New Missions & Content // Dev Diary #2: New Music // Dev Diary #3: Combat Mechanics

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Hey guys, Mike McCain here again - Game Director and Art Director on Dragonfall. Today I’d like show you some of the many interface and visual improvements we’ve made in the Director’s Cut. But before we dive into that, guess what? Shadowrun: Dragonfall - Director’s Cut launches one week from today! Here’s the trailer in case you missed it:

Oh and one more thing - here’s Felicia Day saying some nice things about Dragonfall! Y’all should let her know to check out the Director’s Cut next week. ; )

Anyway that’s enough PR talk - onto UI and visuals!

New Visual Effects & Animations

Steven and Hollie (our Effects/Tech Artist and Animator, respectively) dedicated several weeks during Director’s Cut development towards further honing our many combat effects and animation. Our main goals here were to 1. make combat feedback more viscerally satisfying (death, damage, spells, etc.), 2. tighten up timing/polish in some places, and 3. create new effects and animations to support the new abilities that the design team added in the Director’s Cut. I think their efforts have made a big difference! Steven and our engineer Sheridan implemented completely new systems for blood splatter effects, directional deaths (characters used to only be able to fall in one direction when dying), dismemberment, and possibly-slightly-over-the-top-gibs upon critical-hit deaths. We’ve found that these really help make your actions in combat feel powerful and satisfying - check it out:

Hmm, is that his... brain?
Hmm, is that his... brain?

On the animation front, not only have we been able to tighten up some combat timing (for example, the time it takes to cast certain spells) but we’ve added totally new animations for several new abilities. Here’s Glory’s new claw-kick ability, which is one of the new Crew Advancement upgrades you can decide to give her.

Interface Improvements

Last week, Trevor talked about all of the new combat mechanics we’ve implemented. To emphasize the new systems and new data, our combat UI has also seen a similar upgrade to more clearly show you each potential target’s status. You’ll see a different targeting disc beneath enemies depending on whether you have a “clear shot”, i.e. if you are flanking the enemy’s cover position or if they are standing out in the open, vs. if they are in cover. On mouse-over you’ll also be able to see exactly what type of cover the enemy is in, and we’ve made the shield icons representing cover state more obvious above enemy heads.

An example of a flanking attack on an enemy in cover. Also note the addition of white armor pips above each character's health bar.
An example of a flanking attack on an enemy in cover. Also note the addition of white armor pips above each character's health bar.

We’ve also updated our health bar display to show how much Armor each character in combat has, represented by white “pips” above the bar itself. Each attack that hits now includes quick animated feedback on how much armor was applied against the damage being dealt, how much armor (if any) was stripped by special attacks, and how much damage was done. This is complemented by some improvements to our above-head text “floaties” that appear when you attack. Lastly, this is a small thing, but world interaction icons now have a short text description attached to them, similar to characters, that appears when you mouse-over them (or when you hold down the ALT key to reveal them.) This is nice when you’ve got a lot of inspects or pickups in one place and you’d like to know what you’re dealing with before clicking.

Anyone want to play some Galaga?
Anyone want to play some Galaga?

Oh and we also mentioned the new Crew Advancement system a couple weeks ago - here is what that looks like in action:

Choices, choices...
Choices, choices...

Combat HUD Redesign

Another thing we were itching to update is the combat HUD itself! So for the Director’s Cut, our engineer AJ* and I took a good chunk of time to almost completely rip out the old system and build a brand new HUD. Our goals here were to better take advantage of common widescreen displays and to improve discoverability of abilities - making it both easier to learn what things do, and fewer clicks to access those things. We also wanted to streamline it so that it does its job and gets out of the way, direction more of your attention towards the world. Here is a shot of the new HUD:

Now all of your weapon abilities and one "bucket" of your items, spells or special abilities are available with one click from the new central ability bar.
Now all of your weapon abilities and one "bucket" of your items, spells or special abilities are available with one click from the new central ability bar.

*You may know him as ‘Aljernon the Talismonger’ in the campaign.

New Environments

As Andrew mentioned in our first dev diary a few weeks ago, there’s several new environments in the Director’s Cut that correspond to the new missions we’ve added. These environments each have their own unique new music and art. Here’s a couple more screenshots of new places you’ll get to visit in the Director’s Cut.

In the original Dragonfall we never really got to show what life "on the other side" looks like in Shadowrun - the cushy corporate enclaves of the future. One of the new missions will take you into a much more upscale residential area of Berlin.
In the original Dragonfall we never really got to show what life "on the other side" looks like in Shadowrun - the cushy corporate enclaves of the future. One of the new missions will take you into a much more upscale residential area of Berlin.
I probably shouldn't give anything away about this place. : )
I probably shouldn't give anything away about this place. : )
   
Did somebody call for maintenance in here? Hello?
Did somebody call for maintenance in here? Hello?
Helping Eiger on an important errand will take you into dangerous territory.
Helping Eiger on an important errand will take you into dangerous territory.

Hair!  

Our character artist Fiona added a ton of new hairstyle options to the game to customize your character with! (As well as some new skin color shades to choose from.) Here are a few of the new selections I thought it’d be fun to share:

A couple of these are modeled after HBS team members.
A couple of these are modeled after HBS team members.

Post-Processing

Post-processing effects are something I’d always wanted to fiddle with way back when we were working on Shadowrun Returns, but we never quite got the chance. There are a lot of fun effects that you can play with - and I certainly spent a few hours messing around and making the game look all kinds of bizarre - but at the end of the day, less is more, and subtlety is key with this kind of thing. We’ve added some light bloom effects, a small amount of color correction, a better vignette effect, and a (VERY) slight film grain effect to help liven up the scene a bit. I’m happy with the extra visual depth these post-processing settings add to the game environment but we know this can be a really tricky thing to get *just right* for everyone’s tastes - so if it’s not for you (or if you need a small performance boost) Post-Processing can be easily disabled from the options menu.

Steam Achievements and Steam Cards

Lastly - I suppose this doesn’t quite fall under the category of visual improvements but it DOES involve some art - we’ve included full Steam Achievement and Steam Card support in the Director’s Cut! Here’s a sneak peek:

 Anyway, thanks for reading! I can’t wait until next week - taking the existing campaign and getting the chance to add to it and make it better has been a rewarding experience, and it’s not something that developers always get the opportunity to do. We’re excited to put the final product in your hands and in the hands of many new players as well.

Shadowrun: Dragonfall - Director’s Cut // Dev Diary #3: Combat Mechanics

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This is the third of four Dev Diaries in which we discuss the new additions and improvements in Shadowrun: Dragonfall - Director's Cut, a standalone release of our critically-acclaimed Dragonfall campaign which first premiered as a major expansion for Shadowrun Returns. (Note: Backers and existing Dragonfall owners will receive the Director’s Cut for free!) Stay tuned each Thursday for another Dev Diary, leading up to the game's release on September 18, 2014.

Trailer // FAQ // Dev Diary #1: New Missions & Content // Dev Diary #2: New Music

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Hey there, I’m Trevor King-Yost, Design Lead on Shadowrun: Dragonfall - Director’s Cut. I first worked with Harebrained Schemes back on Crimson: Steam Pirates, with Mitch and Jordan on fleshing out the Steampunk setting’s peril and plunder by designing and scripting the levels. When they launched the Kickstarter for Shadowrun Returns, I jumped back on board to lend my skills at creating RPGs. It feels like just yesterday, but here we are two full campaigns later! It’s been a lot of fun working with everyone on the team to make Dead Man’s Switch and Dragonfall into a reality, and we couldn't have done it without the backers.

Today I’m going to talk about the changes we’ve made to combat in the Director’s Cut. 

Cover, Critical Hits

During development of the original Dragonfall expansion, we focused most of our time on the new campaign's story, missions and gameplay (though we did manage to squeeze in some time for new weapons and combat tweaks). This overall focus on content and story paid off, and the feedback we've received about Dragonfall’s narrative has been really great to hear.

But coming off of Dragonfall’s release, we knew we wanted to update the engine’s combat to try to address the things that started to bother us during development, and to respond to feedback we got from fans. So, the first thing we took a look at was the way that Cover behaved in the game, and the way that Critical Hits occurred.

If you’ve played Returns or Dragonfall before, you know it’s a bit of a “black box” when it comes to dealing damage. Your “specialization” skill (e.g. Pistols, Rifles) will increase your chance to do a critical hit (greater than 1.0x damage) and decrease your chance to get a “weak” hit, (0.5x damage). At the same time, the enemy’s Body and Armor would increase the likelihood of taking 0.5x damage, and decrease the chance for you to do a critical hit. Cover was also a factor in this black-box equation. Overall, it could just feel random when an enemy jumps out and hits you for double damage even though you’re behind solid cover.

So we decided to break this system down into something with more cause and effect. In the Director’s Cut, shooting through medium and heavy cover now reduce your critical hit % to 0 - you’ll always either do 1.0x damage or 0.5x damage. Shooting through Light Cover, you’ll always do 1.0x damage, no more or less. This goes for the enemy’s attacks as well of course, so using cover will become much more important for all involved. If you’re caught out in the open, or you are flanked, the chance to take critical damage is going to increase drastically - you’ll always take 1.0x or greater damage. If you want to dispatch enemies quickly - and safely - you’ll want to flank them, and attack them from behind cover.

An example of a flanking attack on an enemy in cover. Also note the addition of white armor pips above each character's health bar.
An example of a flanking attack on an enemy in cover. Also note the addition of white armor pips above each character's health bar.

Due to this change, melee combat has more risk & reward than before. You’ll do critical damage much more often, since enemies are never in-cover from melee attacks, but you will want to be careful to not end your turn exposed to your foes. Of course, there are magical ways to add cover to an area, or protect yourself. In our internal testing we’ve found these changes to make the combat more tactical, fun, and dynamic. We’re looking forward to seeing what kind of combinations the community comes up with, too.

Armor

When we designed the combat system for Shadowrun Returns way back in 2012, we tried to convert the damage system from the Pen & Paper into a form that would work in the game. As I alluded to before, Armor along with Body would increase the likelihood of taking 0.5x damage, which we called “light” damage, where 1.0x damage was akin to “medium”, 1.5x “serious”, and 2.0x “deadly”. It was a tenuous connection, but we thought it worked well to keep the spirit of the tabletop, even though we moved to a numerical HP system instead of the 10 boxes of the Pen & Paper combat.

So what we have done with Armor, is again create a much more “cause and effect” based behavior. 1 point of Armor will reduce any incoming damage by 1. Stacking more and more armor on will protect you more and more from damage - that’s it.

Of course, now you’ll have to deal with the enemy’s armor, which before was an invisible stat behind the scenes. You’d probably notice during gameplay of the original Returns or Dragonfall that your Crit % would be lower on some enemies, higher on others. This was due to their body & Armor. Now, you’ll see exactly how much Armor an enemy has, so you can react to your opposition more tactically. If you come up against an enemy with 8 Armor, and your firearm only puts out 10 damage, you’re going to be plinking away at their HP for a long time unless you have a backup plan.

Mitigating Armor

Along with this new Armor behavior, we’ve added ways for you, and the enemies, to counteract its effects. Certain weapons, spells, and abilities will have an Armor Piercing value which bypasses an amount of armor. There are also spells and abilities which can strip Armor from the target entirely. Whether you want to carry high-explosive grenades, or you want to sling spells that remove tougher enemies’ protection from them is up to you.

AI Improvements

With these changes to the overall nature of combat, we knew we also needed to update the AI to better react to changing situations and put more pressure on the player. One of our programmers, Sheridan, devised a new scripting system that lets the AI make more intelligent decisions based on a logic tree. He started from scratch and tried to mimic the same actions as the original AI. Over to Sheridan.

Sheridan jumping in here, hello! Instead of using a rigid logic tree built into the game code, I created a plain text script named gumboscript. The script takes basic verb commands, and adjective modifiers to make a flow using plain english. The script looks similar to the sentence, “If an enemy shoots me from a flanked position, use a medkit, look at my enemy and perform an area of effect attack or run and hide.” Because scripts are easier to read and write, we had fast iteration and surfaced the different decisions and actions that give the AI some intelligence. When an AI makes an unexpected decision or can’t complete an action, the specific line in script is shown to the designer so they can decide what to change. Different combatants can also have different scripts. A mage will evaluate buffs and debuffs whereas a soldier will think about melee or charging in to get a flanked shotgun blast. We want users to create some challenging enemies for their campaigns so anyone can design AI scripts for use in their own UGC. You can even create an AI vs AI competition match and see which AI comes out on top! The wiki is updated right here: http://shadowrun-returns.wikispaces.com/GumboScript

It will be great to see what the community does with the new tools. And now, back to Trevor.

Once this AI system was created, Sheridan and our other Designer Kevin created behaviors to flank, react to being flanked, and use the right weapons at the right time. You’ll see enemies more intelligently using cover, grenades, and spells to hopefully keep you on your toes.

Crew Equipment

We received a lot of feedback that players wanted to customize their team even more, such as buy them new weapons or spells. In the Director’s Cut, you can now loan your teammates gear at the start of a run, if you’d like to override their normal loadouts. Any loaned items will be returned to you at the end of the mission. So if you’d like to give Glory a Shotgun, or Dietrich the “Blur” spell, you can! Of course, anything you’d like to dole out will need to be purchased with your own nuyen, so choose wisely. Your teammates “stock” gear will still upgrade as you go through the game, so this is entirely optional.

Thanks for reading! Next week, there’ll be dev diary by our Game Director, Mike McCain, talking about the new UI and visual updates we've given the Director’s Cut.

Shadowrun: Dragonfall - Director’s Cut // Dev Diary #2: New Music!

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This is the second of four Dev Diaries in which we discuss the new additions and improvements in Shadowrun: Dragonfall - Director's Cut, a standalone release of our critically-acclaimed Dragonfall campaign which first premiered as a major expansion for Shadowrun Returns. (Note: Backers and existing Dragonfall owners will receive the Director’s Cut for free!) Stay tuned each Thursday for another Dev Diary, leading up to the game's release on September 18, 2014. 

Trailer // FAQ // Dev Diary #1: New Missions & Content

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Hi, I'm Jon Everist, Composer for Shadowrun: Dragonfall - Director’s Cut. Today, I'm going to talk a bit about the music of Shadowrun, and what to expect in the upcoming Director's Cut. I'll also give you a sneak preview into a few of these new tracks. 

First off, let me say that the SNES Shadowrun was incredibly influential to me as a kid, so needless to say, I was thrilled when I was asked to work on this project. My first contribution to the Shadowrun world came from the launch trailer music I wrote for Shadowrun Returns. By the time I had joined, Marshall Parker and Sam Powell (who scored the original SNES game), had already filled the world with some amazing music that really set the tone for the score. For Dragonfall, I was first asked to do the trailer music and to write a few pieces that were scene specific, namely the final battle music "Dragonfall" and the Kreuzbasar music "The Haven," with ten more pieces being added to the Director's Cut. The team provided an advanced copy of the game and I was blown away by the writing and care that went into it. I hadn't felt this invested in a group of characters in ages. It's one of those rare games that quiets the world around you and takes control of your soul for a while. 

I have a classical background and enjoy scoring full orchestral music, but I also have a deep love and history with electronic music and have been in electronic bands as a producer since I was a kid. I was thrilled to have the opportunity to work within such a rich and diverse fiction. It's one of those worlds where, as a composer, you start salivating at the possibilities and creative freedom you have. At one moment I could be writing for a 60 piece orchestra and the next moment I'm recording gypsy guitar with some grimey synth pulsating in the background over a distorted breakbeat. It really is a dream come true creatively. Cyberpunk, to me, is this dystopian absence of musical rules, like some near future when all genres of music have kind of coalesced into some savage construct that defies logic, and is totally rad. 

So, as I said earlier, I've composed 10 more pieces of music for this Director's Cut that I'm really excited about and I can't wait for you all to hear. A big part of this new expanded score is the music for the companion missions, which will give players the chance to play character specific missions with some heavy story content. As I mentioned before, I really enjoyed getting to know each character in the game, so writing for them was a huge pleasure. My approach for each piece was to respect the game world and existing score while trying to introduce my own take on these characters' complex lives and backgrounds. One of my all time favorite scores is the one Vangelis did for Blade Runner, which captured the smokey neo-noir dystopian future perfectly. I really wanted to mix live instruments and synthetic ones, which I think mirrors a lot of the story and universe of Shadowrun as a whole. Here we have complex characters (many of which are a synthesis of tech and organics) who are feeling real emotions and classic dilemmas against an extreme, synthetic and supernatural backdrop. 

Glory, to me, is one of the most memorable RPG characters I had ever come across in a game. Her piece includes several motifs which represent her as a character. The clarinet has a falling melody that comes in every so often, representing her childhood memories. The piano strides on rather emotionless, almost keeping the clarinet from falling too far or Glory from feeling too much. But, there's a moment in this track where tension starts to build and the clarinet falls and is repeated by the 'cello, which allows the piano to open up and moves the piece into what I called Glory's 'feeling' motif, where she finally allows herself to experience her emotions or open up to those people who care about her. Her combat track represents her taking control of her pain and channeling it into power and rage, using her past not to define her future but to power her rebellion against it. The instruments that once represented her pain now imbue her with unbelievable power.

The next track we are showing off is for Blitz's mission. Not to spoil too much about the story, but lets just say that I was thinking a lot about espionage and sneaky tactics while I wrote it. It's definitely a lighter track than Glory's, but I think it fits Blitz well. One of my biggest inspirations for this piece came from what Amon Tobin did for Splinter Cell: Chaos Theory. There's a lot of syncopated live drums mixed with synths I created and a lot of found-sound glitches going on here. Blitz's legwork track is really setup to build anticipation, it has a slick synth that pulses and drives the piece forward, while guitar and strings accent the 'sneaky' vibe. When you get caught or get yourself into a battle, the next section is setup to answer that anticipation with high energy. Frenetic drums and throbbing bass lines with plucked strings and heavily digitized electric guitar help keep the track moving while you struggle to survive.

So there's my sneak peek into writing music for Shadowrun: Dragonfall and the Director's Cut. I'm so honored to be able to write music for such a compelling franchise, it really is a dream come true. I hope you all enjoy it and get your hands on the Original Soundtrack as well! Follow me on twitter @JonEverist and ask me anything, or visit me at everistsound.com, I'd love to hear from you! 

Check back next Thursday for a look at the new & improved combat systems in the Director's Cut with Design Lead Trevor King-Yost.