I finished the game. In some ways it's the best Shadowrun Returns campaign yet, in other ways it falls short of the standard set by Dragonfall, and in yet other ways it showcases more so than ever that the codebase the games run on is severely holding the team's design and vision back.
The Good
In terms of the characters, the setting, and general vibe of the campaign, Shadowrun Returns has never felt this alive. There is a vibrancy to the tone, if not the graphics. There's a real sense of place here, leveraging the cultural quirks and religious/superstitious mythology in the region. The characters also feel much more integrated into the entire setting, rather than just being pawns for the narrative or people who have their own little story isolated from the fabric of a fictional society. Each vendor, NPC, companion, and client feels well thought out and designed as part of a larger whole, each complementing the rest in building a believable community that exists within the Shadowrun universe. Not only did I think the companion quests were better than ever this time round, but I was surprised at how much I was invested into the stories of the residents and vendors. There's a ton more effort put into the interactions and the depth of their personalities and personal histories here, and it was neat to see rewarding usage of skill checks even in seemingly mundane discussions about someone's past. It's also nice to see that in several missions, extra care was put into allowing for non-violent solutions or sometimes using stealth to avoid encounters entirely. In general the quest variety was great, and a solid improvement over an already impressive Dragonfall.
The Bad
On the other hand, the main campaign's actual core story feels lacking in actual design and execution. This is odd because it is something that Dragonfall really excelled at. While the initial mystery here and the way it plays into the setting is arguably more compelling than Dragonfall's, the way the ultimately plays out, and more importantly the way the endgame is design, leaves much to be desired. I don't have any issues with the actual concepts of the story - they fit with the setting, it's refreshing to have something different in a campaign, and there's nothing illogical about it. But it just didn't feel satisfying to play through the endgame. Much of the optional text in the game built up expectations of something truly mystical and horrific happening within the Walled City, and there were thematic parallels between the shit hitting the fan at the end and the typhoon finally hitting land. Yet none of this was taken advantage of to make the climax more exciting. What was probably the most disappointing was the level design in the finale. While Dragonfall hit all the right notes there with interesting situations all the way to the very end, here it feels they ran out of steam after the Prosperity Tower and just connected a bunch of empty rooms with enemies leading towards the final encounter. The difficulty being a joke even on "Hard" didn't help much either.
The Ugly
Finally we get to the truly unpleasant parts of the game - the engine feels fucking broken. I don't think there's any way to sugarcoat this, so I'll just say it. The User Interface still totally sucks after three campaigns, the scripting/coding in the game often feels like it is barely hanging together in terms of how it tracks data (stats, items, dialogue loops, text display), with errors being common but sometimes unnoticeable until it is too late. I could never tell if my Cyberware was giving the right buffs or stacking the right things. Some of my companion upgrades/rewards felt like they never actually got activated. I'm convinced that some quests/dialogue got bugged along the way. There are weird text display errors sometimes. The list goes on. The user interaction is getting pretty annoying too, especially with the introduction of Matrix Stealth (TM). The movement system was clearly never programmed to handle stuff like this in realtime, so instead of feeling tense and exciting, it just feels like a hassle and most times you're caught not because of a mistake but because the pathing or animation lagged and messed stuff up.
Considering how the overall scope and care in writing and designing the campaigns expand with each game, I think they would do well to consider a complete revamp of the codebase and UI. Something that works towards the strengths they have now, rather than the mobile considerations they originally had when starting the first game.