By itself that probably won't work, though. They don't have the experience to describe what they want. Backstories are abstract to beginning and not infrequently even to experienced players. Backstories aren't seen as "real", so they won't affect how the player sees the character, and the crumbs just won't be seen as relevant. Never mind if they've sworn undying revenge on the [fill-in-the-blank] that destroyed their family, against the shiny new world (gritty to us, new to them) and shiny new runs and shiny new guns, it's really hard for many new players to see a piece of forced fiction as an immediate here-and-now.
In just about every group I've been with, new players tended to be between 13-17 (which seems to me to be a reasonable starting age - much younger children can sometimes have problems separating the fantasy element), have exceptional sense and/or quick pick-up of the skills and attribute crunching, and have little to no experience with the concept of an active and here-and-now relevant backstory.
So I walked them through it.
I set aside a period of time roughly the same length as a standard playing session. They were to bring their character concepts, however rough - just to have some idea of what they wanted to play. They could bring up any points in backstory that they wanted. I've yet to see anyone wanting to be the secret lovechild of Dunkelzahn and Ehran. More often, they wanted to be black ops types. Still more often, they want to be Joe Nobody, who ended up on the streets and hung out to dry without a clue of how they got there.
(Hung out to dry is something I try to avoid, in completely new players. It makes learning to interact with the SR universe in any non-martial way so much more difficult.)
I asked specific questions about background, especially as related to the plotline of their lives. They tried to answer them. Where they really got stuck, I offered suggestions ... carefully, because when you've no clue what you're doing it's easy just to start adopting someone else's suggestions
in toto. Small events that spark at the time, I might drop into a quick one-on-one actual roleplaying - and that's how we ended up with some of our most notorious villains ... who were "real" to the players because not only the backstory of their characters but also they themselves had "encountered" them, and disliked each other on sight
Only then was I able to lay clues at all that the players would bother to follow up.
Interestingly: which is the part of character development almost completely overlooked by videogame shooters and rpgs?
I strongly suggest they start by playing a character who is in some ways closer to them: at least for the very first character, no meta variants or shapeshifters. I always start new players at lowest starting power, and interpret gear and other limitation rules fairly strictly. What they earn is "real" to them. If they're significantly behind the rest of the group in power, they get an adventure or two of their own or possibly with only one other person from the core group, whom I can trust to hang back and support while letting the new player make their own choices.
The principle of talking (as opposed to fighting everything in sight, aka information is a good thing) I try to bring across in two ways.
The first battle I try to arrange so they survive by the skin of their teeth. (I try to avoid the kind of damage that leads to permanent Magic loss, though.) I also deliberately design it in such a way that it is entirely likely they will be disarmed, or that their weapons will have less effectiveness against whatever they are encountering (simple cover does well here) - unless they think it through. Life continues around them while they heal. In the SR world, time is money. In the player sphere, time healing is time spent not being able to play. (Where possible, time the magical intervention for after that lesson is learned.) Especially, expenses need paying - and misunderstandings about who exactly owes what can be frequent.
Second, I make it clear, by something they find or hear, that they could have avoided all this and had a relatively simple shoot-fest, instead of the first-line security response. The concept of back-researching toward an end is a new one at the low end of this ages, even in real life. The first time or two, their contacts might approach them with appropriate tidbits, dropping information such as the existence of various runner and fixer social environments, along with the expectance of barter at the appropriate level. (Makes it easier for new players if one of the contacts is level II.)
After all this, the new players might still be interested in making themselves over into absurd killing machines, and it's still possible that your playing styles just won't be compatible ... but at least you'll have laid the groundwork for other options, when and if they want to pursue them. You're the GM. You can only help them to design a non cookie-cutter character. You can't force them to follow it.