It's disappointing, and I'm one of the biggest Shadowrun nerds you will likely run into.
The combat isn't nearly as bad as some make it out to be, but the biggest problem is that because the game is so short and so bluntly tiered in progression (a problem the tabletop managed to largely avoid) that most skills are either worthless or very limited. (Adepts especially...oh man do Adepts suck ass)
There is a second major campaign in the works as DLC (which I'm pretty much obligated to review), but right now it is sorely lacking for content as the basic campaign is WAY too linear and short. There is user-created content, and it has been getting better, but to base the value of the game on that was a very big mistake by Harebrained Schemes.
All that said, if you ever wondered what that Shadowrun thing was, the basic campaign is actually a good crash course into the setting. The one thing SRR gets spot on, is the setting and tone. It's just a pity that it's spread so thin.
wombat_of_war said:
the mechanics are different but its one of the few games that actually manages to have the same feel you got when you played one of the old tabletop campaigns. yes those were linear for the most part too.
Well, kinda.
The modules were semi-linear, but the nature of the game made it such that there were usually multiple avenues to accomplishing an objective, and there were multiple possible turnouts with consequences.
Also, the modules were generally fairly easy to modify, whether to throw players for a loop, or to meet what could otherwise be conflicting objectives.
Which is a nice change of pace from most tabletops; failure CAN be an option and one that doesn't always lead to sudden death or a sudden halt in the campaign.