
System: X360, PC
Dev: FASA Interactive / Microsoft Game Studios
Pub: Microsoft
Release: May 29, 2007
Players: 1-16
ESRB Rating: Mature
Preview by D'Marcus Beatty
March 30, 2007 - Microsoft's new Shadowrun game has a lot resting on its shoulders. As the first Shadowrun game since the fondly remembered days of Genesis and Super Nintendo, the game has a lot of older gamers grimacing at its new FPS format. Also, as the showpiece for Live Anywhere, gamers are looking at Shadowrun to run smoothly and bridge the gap between console and PC gamers, giving them the ability to frag one another from across the gaming divide. I had the opportunity to take the game for a test run and fortunately, the game appears to be in capable hands and may satisfy naysayers upon its release.

As stated before, Shadowun is an FPS that is currently exclusively multiplayer, although a person can play solo through the use of bots. Shadowrun, like the pen and paper RPG that it is based on, is set in a world where magic has been reawakened and coexists with advanced technology. Magic has also transformed certain humans into different races, including dwarves, orcs, and elves. The story behind this game is that a corporation, RNA Global, wants to get their greedy corporate hands on a magical ziggurat that is being protected by the Lineage, an ancient sect that refuses to let their ziggurat fall into the wrong hands. At the game's beginning, you're allowed to choose which team you'll side with and the game begins.
Initially the player is charged with choosing a race. Each of the races have distinct advantages and disadvantages pertaining to their individual race abilities and to their proficiency with tech and magic. For example, the human race is the most technically inclined, giving them an automatic boost when using tech. The other, more magically inclined races suffer penalties when using tech, but have magical inclinations that make their spellcasting abilities more potent than humans. In addition to this, each race has certain skills, such as the dwarves' ability to leech magical energy from other combatants, the troll being stronger and more resilient than the others, and the elves have the ability to heal when not in combat. Besides natural abilities, each person can gain new talents through the use of magic or the aforementioned tech. Some of the magic spells include the ability to resurrect fallen comrades, become a cloud of intangible smoke, and to teleport around the stage, while some of the tech devices give the ability to enhance the person's vision or use a glider to float across long gaps. Before each stage, these spells and tech skills can be purchased from money earned from the performance in the previous game, meaning the more each team or player wins, the more they're rewarded. Infusing the game with the magic, tech, and money system definitely breathes a welcome sense of freshness into the FPS multiplayer
There are three game modes for play. The first is Raid, which is basically capture the flag for one team. Lineage has to infiltrate the stage, get the artifact, and escape. In Extraction, both teams are attempting to get the artifact and escape. Attrition is basically team deathmatch, with the last team standing getting the win.

Visually, Shadowrun looks good. The stage that the battle was set on was a large building with a symmetrical setup, having a hallway separating two more open areas where the teams started. All of the character models looked great and the framerate held up well, although the background seemed a little uninspired. Hopefully the stages will all be sharpened up slightly since there are still months until the game's release, although that is an admittedly minor complaint.
One major gripe with the gameplay was the way that the inventory (magic, tech) is handled. While the game controls well enough that it is nearly second nature to FPS players, some of the magic and tech use a menu that is difficult, if not impossible, to efficiently maneuver while in the middle of a gunfight. Hopefully these abilities will be mapped to a single button or made more easily accessible before the game's release.

One of the cooler elements of the game is the emphasis on teamwork. Since the characters all play so differently, they are better suited for different facets of gameplay. The hardy trolls are great for defense and the quick elves are good for hit and run tactics. Also, the ability to resurrect fallen teammates forces an element of cooperation, especially since the revived teammate's lifeforce is tied directly to that of his resurrector. If the person that cast the spell of resurrection is killed, the revived teammate begins to bleed out and eventually dies, so it is in their best interest to keep their teammate alive. The element of cooperation makes the game fun, especially when the team is working together efficiently. Since the game is distinctly tailored for a multiplayer experience with a severe emphasis on teamwork, the game is more enjoyable when the team is working together as a unit. There is also a cool communication system that instantly conveys location and need to teammates with the press of a button. For example, if you're chasing an enemy and think you won't catch him in time, you can place your reticule over him and press the update button and all of your teammates will receive a message announcing the location of the enemy and calling for backup. Considering the lack of communicative ability that some online gamers have, this is a welcome addition. Also, players are rewarded money for reviving teammates and receive a percentage of the revived teammates earnings from the point of resurrection, giving allies incentive to revive their comrades. Even kill stealers are considered, since each kill reward is divided between players according to how much damage they did to the target. This system chokes out all of the complaints that online gamers have about other gamers and creates a more enjoyable experience. However, even as fun as the multiplayer is, the game feels slightly odd. Great multiplayer is generally an addition to a great single player experience, but Shadowrun is only multiplayer. While the multiplayer is fun, it just seems as if there should be a single player story mode somewhere that we're missing.

Overall, Shadowrun seems to be on track to make a great impact when it releases in June. With its unique premise, diverse magic and tech talents, good visuals, and fun multiplayer, Shadowrun just might silence the naysayers that didn't believe the game would translate well to the FPS arena. We'll definitely see when the final version is released in a few months.
By
D'Marcus Beatty
CCC
Co-Site Director
Features:
January 30, 2007 - Shadowrun is a title that many of the older gamers remember fondly from the classic 16-bit days. Whether you were a fan of the SNES version or the Genesis version, most gamers had an opinion and a video game memory of Shadowrun, even though the game was originally a pen-and-paper RPG. Now, after years of gaming stagnation, gamers will finally be able to see a new vision for the technopunk world of Shadowrun, although the presentation is a far cry from either 16-bit version.

For those that aren't familiar with the name, Shadowrun is a set in a world where magic exists, and ogres, trolls, and dwarves live alongside humans. The use of magic doesn't supplant the advent of technology, however, and the two ideologies coexist somewhat peacefully. There is a cyperpunk motif as well, with individuals able to augment themselves with implants that increase their abilities but decrease their magical affinities. These elements were showcased in the Genesis version of Shadowrun and a little less featured in the SNES version, and it seems that they might be revived for the PC and Xbox 360 versions, which are action-oriented multiplayer experiences.
The new version of Shadowrun will be an FPS that combines the obvious shooting with the magical elements that make Shadowrun distinct. Of course, there are numerous weapons that the player will use to dispatch their foes, but there are also a number of magical abilities that can be used that make Shadowrun feel different from the standard FPS.

The story behind this version of Shadowrun and the motivation for the multiplayer battles are the growth of magical ziggurats that are reawakened every 5,000 years, along with the revitalization of magic and the transformation of certain humans into trolls, dwarves, elves, and other magical creatures. RNA Global is a corporation that wants to seize a ziggurat for selfish means, but an ancient sect called the Lineage wants to protect the ziggurat from exploitation, which sets the stage for the skirmishes in the game.
As mentioned before, the weapons of Shadowrun are standard for a FPS, consisting of the expected sniper rifles, shotguns, pistols, and automatics. The magical abilities of the players are what really set this game apart from other multiplayer outings. For example, some characters can glide for a few seconds when falling from a great distance. Other players can teleport themselves across the maps. The player can summon a demon to help battle foes, or conjure up a patch of thorny vines to set in the enemy's path. Also, players can choose to begin the match as a human, an elf, a dwarf, or a troll and purchase weaponry, tech upgrades, or magical abilities before each round of combat. Each of the races have certain distinctions, like the trolls being hardier than the smaller races, the humans being the most tech oriented, and the smaller dwarves being able to leech magical energy from the other players.

Shadowrun's magic motif gives it an opportunity to do things much differently than other FPSs. One example is the Tree of Life, which is a spell that creates a tree to replenish the life of allies (or foes that can get close enough). Another good example is the ability to resurrect defeated allies, although the newly animated friend is tied to the resurrector. If the resurrector is killed, the resurrectee begins to die gradually, unless another ally renews the spell.
The current modes of play are Raid and Extraction. Raid plays out like one-sided Capture the Flag, with a team protecting a valuable magical artifact from the other team. Extraction, on the other hand, plays more like classic CTF, with both teams protecting their artifact while covertly trying to steal the other team's artifact. Hopefully the developers will decide to add more modes, specifically the fan-favored Deathmatch or some more creative scenarios that utilize the magical theme.

Shadowrun is a strictly multiplayer experience, so there isn't a single-player mode or any individual quests for the lonely gamer. However, Shadowrun is the game that was showcased at E3 2006 in the Live Anywhere presentation, showing how seamlessly and easily the game could be played across platforms, specifically the PC and Xbox 360.
Right now, Shadowrun's visuals are decent, but not awe-inspiring, especially after the release of Gears of War. The graphics are good, especially for an FPS, but nothing that will push the power of the Xbox 360 or a high end PC. However, the animation is great, and there is little to no visual lag or slowdown, which is what is most important to most FPS gamers.

Shadowrun is shaping up to be an interesting addition to the library of both Xbox 360 owners and PC gamers. With its interesting and innovative premise, Shadowrun could be a game to tie up gamers in multiplayer matches in 2007, as they fire magic spells and bullets at one another. After a recent and disappointing delay, gamers can expect Shadowrun to emerge in the summer.
By
D'Marcus Beatty
CCC
Co-Site Director