Reviews
‘Blade Runner: The Role Playing Game’ Gives You the Tools to Live Out Your Own ‘Blade Runner’ Movie [Review]
Even though I ended up really positive on Alien, I often find tabletop RPGs based on existing properties to be under satisfying. My preference is to play in new worlds, allowing works of art I like to influence me as I tell fresh stories rather than trying to rehash ones I’ve seen before. That being said, a film like Blade Runner did significantly define the cyberpunk genre, one that’s extremely popular in the medium of tabletop RPGs, so Free League Publishing’s Blade Runner: The Roleplaying Game makes sense as their next big adaptation.
It’s very clear that the team behind the book are passionate about the films. A large portion of the book is dedicated to painting the setting, which takes place between the two films in the year 2037, in painstaking detail. This section functions as a more robust version of the text that precedes each film, going in depth on the rise of the Wallace Corporation and the current structure of the world. While the world of Blade Runner is interesting, it does feel like it hasn’t evolved with the rest of the cyberpunk genre. Sure there’s evil megacorporations and wealth inequality, but the setting doesn’t seem as vibrant or exciting as new games in the genre, like Free League’s other recent release Cy_Borg.
For Blade Runner fans, there’s a lot of backstory to dive into, but since it’s a world we’ve seen before there are a lot less surprises.
Since all players are Replicant-hunting Blade Runners, character creation feels a little flat to me. Aside from choosing between human and replicant, which has slight mechanical differences, there are different archetypes that you can play as, such as cityspeaker and enforcer, but these end up feeling slightly generic. The classes affect your stats, which are broken down into attributes and skills, like all other games that share the Year Zero engine that Blade Runner is based on. Instead of being standard number scores, these stats all have letter grades that correspond to the die you will roll when doing a check.
For example, if you’re in a fist fight, you may have a D8 in the hand-to-hand skill and a D10 in the strength attribute. Roll a six or higher on either die, that counts as a success. Roll a 10 or higher, that’s two successes. Rolling multiple successes across your two dice gives you a critical success, which can have extra effects to your action. You can push yourself to reroll dice, but at the risk of hurting yourself. It’s a smart system that incentivizes you to use the skills you’re good at while still giving you a chance of success even when you’re using your worst stats.
Your character also has some built in elements to help you figure out who they are aside from their stats. As part of set up, you will define a key relationship and memory to help sketch out your character’s past and present. These can be used by the GM to help build events in the game, tying the ongoing action to your character in more personal ways. You also have a signature item, which can be used during a scene to help you recover.
Combat has some interesting wrinkles to it, but can feel a bit fiddly. There’s lots of rules for different things like falling, drowning and fire damage, which can sometimes slow things down at the table while you’re trying to remember all the specific rules. The main core of the game relies not only on damage, but a crit die for each weapon. Any time you roll a critical success with your attack, you get to roll the crit die of your weapon, which causes an injury to the target in addition to the standard damage. These have both narrative and mechanical effects, making for satisfyingly cinematic fights. For example, that punch you do may knock out their teeth, causing them to have disadvantage on manipulation rolls, while the gunshot may give them a bleeding gut, causing any mobility roll to re-open the wound. It’s a lot of different dice values to keep track of, but once you do it feels a bit more dynamic than a standard D&D fight.
Since Replicants often run from their pursuers, the game outlines some clever rules for both on-foot and car chases. Each round, both the pursuer and the prey secretly select from a series of maneuvers in an attempt to catch up to or lose the other person. Once those are chosen, a random obstacle is rolled, adding both flavor and consequence to that moment in the chase. The prey may have their hide maneuver canceled by running into a dead end, while a crowd of people with umbrellas may give that same hide maneuver advantage. It’s a smart system that allows for another way to resolve action aside from a straight up fight.
The biggest hook for this game to me is the investigation structure. Each day of the investigation is timed out to have four shifts, forcing players to use their time wisely. Story beats will happen that cause the case to progress to its climax as more shifts go by, ensuring that there’s always forward momentum carrying things towards a dramatic conclusion. This encourages players to split the party, covering the maximum amount of ground as the clock ticks down. If you get the Blade Runner Starter Set, which is sold separately from the core rulebook, it comes with a premade case file called Electric Dreams that contains crime scene photos, newspaper articles and all sorts of other ephemera to help set the scene for the mystery at hand. The rulebook does outline tools to create your own case files, but the production value that goes into the Electric Dreams is what makes it really shine.
I’m interested to see how I would feel after a long campaign of this, as it seems like continually playing as a Blade Runner would not be sustainable. Through the films we learn of the injustice built into the systems that Blade Runners defend, making it a moral area I’m not sure I’d want to continue treading in without shifting into fighting against those systems. The game does some work to allow for this push and pull, rewarding you with promotion points when you follow orders and humanity points when you ‘do the right thing,’ so there’s definitely space to explore how to rebel against authority while still working within it, asking important questions about personhood and justice. All of Free League’s upcoming case files will eventually be connected, so time will tell if they are able to walk that narrative tightrope.
There are many other smaller tabletop games that do parts of what Blade Runner does in a more streamlined fashion. Cy_Borg offers a more flavorful cyberpunk dystopia, with a strong visual identity and aggressive style. Bindlewood Bay has a more freeform mystery system that is less about moving characters towards a predetermined solution and more about letting the players be the author of the solution. Blade Runner is one of the most narrowly focused RPGs I’ve seen in a long time, but that focus gives you the tools to live out your own Blade Runner movie.
Especially while using the case file, you’re in for a highly polished experience that’s fraught with decisions that question your conceptions of identity and memory.
Movies
‘Recluse’ Review – Harrowing Haunted House Horror With Lots Of Skeletons In Its Closet [Tribeca 2026]
A haunted house story is tense, terrifying storytelling when it’s properly executed. There’s been a growing tendency in horror to blend together harrowing haunted house stories with traumatic homecomings. A family member’s illness or death triggers a return to something dark that was intentionally left behind. Recluse hits all the tropes that one expects to find in this type of horror film, yet it manages to push this story in a daring, disturbing new direction that uses sound as a superpower.
It’s a unique lens to experience a familiar story about family secrets, generational trauma, unresolved grief, and the importance of not just legacy, but preservation. It’s a hell of a directorial debut from Henry Chaisson that’s guaranteed to get under the audience’s skin as they’re dragged through this painful, toxic tale.
Recluse is a gothic haunted house story where an isolated audio engineer, Joan (Sasha Frolova), returns to her family’s estate to check in on her father after he suffers a terrible accident. Joan suddenly discovers something much more sinister that paints her family’s tragedies in a very different light. Chaisson’s debut functions as a fascinating companion piece to this year’s undertone, which does a lot of the same things.
These two films make for a fascinating case of parallel thinking that tackles comparable subject matter through a similar lens, albeit in a bigger, less claustrophobic story in Recluse’s case. In fact, it’s the perfect horror film for anyone who was let down by undertone and didn’t feel like it brought enough to the table. It’s a considerably more conventional horror film, but this isn’t meant to denigrate its high quality. Recluse may hit some familiar notes, but it’s a scary, well-crafted haunted house horror story that goes for the jugular.

A gripping mystery that involves the tragic, unresolved circumstances that surround Joan’s mother teases a chilling connection to the recent horrors that have afflicted her father. Joan desperately tries to put these pieces together and give her family some sense of grander peace before she’s pulled under and becomes another victim of this festering curse that’s systematically worked its way through the Wyatt family. By doing so, Recluse digs into some deeper commentary on collective trauma, a very literal look at the “sins of the father” adage, and how one selfish decision can ripple through generations and fracture off into different dilemmas. By the end, Recluse has brilliantly flipped the powerful concept of legacy on its head by illustrating the horrors and sense of entitlement that can be born out of this idea.
A legacy is just another name for a curse under the right context.
”Listen” is a simple but powerful command from Joan’s father that she briefly obsesses over. In a way, it becomes Recluse’s grander mission statement, whether it’s in response to Joan listening to the people in her life, the signals that her body and mind are telling her, or the world’s greater whims. It’s important to reconnect with these grounding pillars, especially when it feels like control is slipping away.
Recluse excels with how audio and soundscapes can create entire universes that are full of rich details that transport individuals to these environments. There’s also a level of objectivity when it comes to audio recordings and the evergreen permanence that they’re able to provide. Joan’s career as an audio engineer makes sense for someone who wants to cling to hard evidence and proof of existence. It provides great insight into Joan without ever getting lost in contrived exposition.
Joan’s entire life is built around audio engineering, and so it makes sense that Recluse features excellent sound design that really goes above and beyond with its production elements. All of the sound design is expertly handled and turns the film into something special. These auditory elements intuitively keep the audience on edge so that they’re more susceptible to the actual scares that eventually strike. The smallest sound effect gets turned into a crushing, cacophonous assault. It’s a really effective way to build terror. Writer/Director Chaisson also handles the film’s music, which achieves a sublime, unnerving dissonance that further heightens the free-floating anxiety.

The story at the center of Recluse is slightly generic in some respects, but the film’s visual language and tone make it feel distinctly memorable. It also doesn’t hurt that the home that Joan returns to is basically an eerie art studio that’s full of contorted paintings. Recluse never struggles to generate mounting dread and terror that pump through every scene. Powerful, thoughtful cinematography consistently reinforces the film’s themes. Joan is constantly reflected in different surfaces or viewed through mirrors. She’s also often confined to tight, constricting framing that all speaks to her refracted identity during this moment of loss and her attempts to regain agency and control by making sense of something that’s seemingly unexplainable.
Recluse is full of truly disturbing visuals that make it seem like Joan is lost in a dream that turns out to be an extended nightmare. It’s a surreal journey reminiscent of invasive psychological horror like Silent Hill, with a touch of Sinister and Hereditary thrown in for good measure. There are so many individual frames that could endlessly fuel urban legends and creepypastas.
It does a great job with how it presents Joan’s fragile state of mind, where chilling flashes of the past sneak up on her and unresolved trauma manifests into unsettling imagery. There are endless shots that are obscured in darkness, or shadow is creeping in from the corners of frames like a suffocating force of nature. It’s very rare that a scene is fully lit. It leads to a very lonely, isolating atmosphere that’s easy to get lost in.
Chaisson’s debut stands out from the many other high-minded haunted house horror films without succumbing to the same pretensions that often drag down these stories. It’s a grief-stricken character study that’s full of upsetting visuals that scratch at something visceral and raw. The horror elements connect, and the answers to its grander mystery provide an appropriate and believable sense of closure. Those who are looking for an atmospheric horror film that isn’t afraid to be different while still channeling something real will appreciate Recluse.
Recluse made its world premiere at Tribeca; release info TBD.





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