I've been a great supporter of the current season of Shadowrun Missions to date, but 'Hard Target' was a mixed bag for me. As any GM does, I read a module asking myself 'what would my players do?' and subconsiously tweaking the adventure well before I've even slotted a time to play it. 'Hard Target' threw a lot of hard questions at me from the outset.
Don't misinterpret what I'm saying though; the scenes are a great mix of investigative work, roleplaying and outright violence (which is what Shadowrun is all about in my mind). The NPCs are a great mix, inlcuding one contact who is a novel inclusion. There is enough difference in each NPC to really portray them as unique identities, and there are few stereotypes. The end game has the potential to play out like any good action film, and a GM should find it easy to build the tension in the lead up to this scene.
It is the initial sell of the 'run that I have a problem with. The 'run itself is interesting enough to hook almost any group, but isn't presented in a fashion that will leave runners feeling as though it is a genuine job. If you summarise the offer, it doesn't seem to stand up to too much scrutiny and the Johnson seems insufficiently informed. I wouldn't blame a group for thinking it was a set-up and walking away - my group probably would. If you can tweak this section and make it more believable, then you have an exicting run which is distinctly Shadowrun.
The lower stars are for the rework I'd need to do on the hook, but once you fix that, you've got a quality module.
[3 of 5 Stars!]