Shadowrun Review

By Mike D'Alonzo - Posted Aug 07, 2007

9 Comments

The fantasy world of Shadowrun re-emerges on the XBox 360 and PC at the same time, and X-Play is here to tell you if the game is all it's cracked up to be.

The Pros
  • Good presentation
  • Great online play with PC and 360 players
  • Excellent mix of magic and technology-based gameplay
The Cons
  • Not enough maps
  • Only three, similar game modes
  • Over-priced
  • PC version requires Vista

In the early 90’s, for RPG-lovers looking for something truly new and distinctive to roll away the hack and slash fantasy humdrum of summer. FASA’s Shadowrun was a revelation. Mixing equal parts D&D with a William Gibson-like vision of the cyberpunk future, Shadowrun was one of the most engaging role-playing universes ever made. Although the rules were at best abstract, the game has managed to endure.

The Non-RPG RPG License

Shadowrun ReviewMicrosoft’s rendition of the Shadowrun universe is definitely not what fans of the RPG were hoping for. Though the universe had a decent virtual showing during the 16-bit era, the latest attempt is barely connected to the tabletop RPG. The developers have instead taken the technology versus magic theme and turned it into a more advanced version of Counter-Strike.

RPG-geek disappointment aside, it’s an idea that makes sense. Even Microsoft’s own Halo 3 multiplayer beta points out the obvious fact that online game isn’t advancing in design as much as it should. Most games are mired down in standard deathmatches and CTF-derivatives, where the main differences are slight weapon balances and the visuals.

Shadowrun is mostly intent on changing the face of team-based gameplay, so it too is mainly a CTF-derivative. Where the game manages to evolve the genre is in what you can modify your character to do during a match. Just like Counter-Strike, you’ll earn money by playing and have access to the technology store as a match opens. This time, however, you can buy magical spells, weapons, and techno-enhancements.

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Counter-Strike This

What’s more interesting is the variety of races. Terrorists versus counter-terrorists are so last decade. Instead we have the corporation, called RNA Global, versus radical eco-warriors, called the Lineage; with humans, elves, trolls, and dwarves making up the teams on both sides of the equation. Each race has specific traits that lean them towards better magic or technology performance, although everyone can use any of the spells or gadgets in some capacity.

Once you join a game, you pick your race, and then it’s off to the action. Spells include the awesome ability to teleport eight meters in whatever direction you’re going, grow a tree of life that heals anyone close to it, resurrect fallen comrades, turn into smoke, blow wind gusts, and even summon a demon. Technology mixes things up with a glider, enhanced aiming system, enhanced vision, and other cools toys. The weapons are the usual array of machine guns, sniper rifles, heavy weapons, and the uber-cool katana.

All the abilities balance out and utilizing spells during a match is incredibly fun. In fact, this ability to mix tech and magic makes the game worth playing for any multiplayer gamer. The design of the abilities is excellent. Even in chaotic random matches, you can use solid strategy with your new enhancements.

A Bug in the System

Shadowrun ReviewUnfortunately, this deep level of customization extends only to the abilities you choose during a match. There are virtually no options to customize your online persona. There’s no feeling of a persistent universe here.  You’re stuck with the same generic elf, dwarf, troll, or human model every match, which is very disappointing and more than a little bit boring.

The battle between the Lineage and RNA Global isn’t as expansive as it should be either. This proves to be the other major sticking point with the game. There simply isn’t enough variety in the actual map and game mode design. There are only three game types—a team deathmatch mode called attrition, and two modes focusing on stealing the enemy’s artifact and returning it to a specific spot. A variation on this CTF-clone has one team intentionally defending their turf and artifact, while the other tries to steal the device. Unfortunately, all three modes tend to feel too similar.

Another issue is that there are only nine maps included, three of which are smaller eight-way attrition maps that seem like a rehash of other maps. The larger maps support 16 players. Overall, there simply isn’t enough variety in either the maps or the game modes to make players feel like they’re getting their money’s worth. It’s very likely Microsoft will enhance the game with new maps and modes later on for a price, but that doesn’t help anyone paying full price for the game now.

Vista-prone

As Microsoft’s first official cross-platform, interconnected multiplayer title, PC and 360 players can battle together through Live. Aside from the lame approach of making this kind of PC multiplayer subscription based, the system works well. Both versions run smoothly for the most part, and it allows for a bigger player base, which is always a good thing.

Of course, 360 players never have to worry about requirements. Shadowrun on the PC requires not just hefty hardware, but Windows Vista as well. That aside, it looks good, though not fantastic, and has surprisingly robust audio. The animation is generally good, but there are some seriously lame shortcuts in certain movements (like climbing ladders) and problems with characters clipping through the landscape.

Run!

Shadowrun manages to impress with its excellent and unique character abilities. The ability to glide, teleport, turn into smoke, and a myriad of other cool options is truly entertaining. On the other hand, there’s just not enough variety in maps, game modes, and character creation. The game is definitely over-priced. With that said, this is still one of the most engaging new multiplayer-only games out there.

Article by: Jason D’Aprile
Video produced by: Michael Leffler