Pages: 1 2
Publisher: Microsoft Game Studios
Developer: FASA Studio
System: Xbox 360
Genre: First Person Shooter
Release date: Available now
Review by: Andrew Clark
It’s anyone’s guess as to how a first person shooter can come up with anything original these days. With interesting elements like toilet throwing and time manipulation available to FPS aficionados, the gamut feels like it’s been run. That is unless you count Shadowrun, the first person re-imagining of the table-top cyberpunk classic, a team-based shooter that not only encourages cheating, but rewards one for doing so.
It’s 2031, and magic has become a staple on Earth after its return 20 years ago. There are two sides vying for dominance over Santos, Brazil, a South American city where the highest concentration of magic is located. The RNA, a multinational super-corporation, sees the magic as an economic tool, one that could be researched and used for gain; while the other side, the rebellious Lineage, would much rather the forces be made available to everyone for free. Naturally, the two sides disagree and to want to fight about it, yet it’s how you fight that sets this game apart from chucking a commode at someone’s cranium.
Did I say “cheat” a little bit ago? Yes, Shadowrun lets you bend the rules. With powers that allow you to glide through the air, resurrect fallen comrades, see through walls and (my personal favorite) teleport, you’ll be doing your best impression of Nightcrawler in no time.
There’s more though; a myriad of magic, technology and weapons are all available at the beginning of each round, and are purchased through a store. In this store, players can deck out their character, chosen from one of four races: the stout dwarf, the nimble elf, the hulking troll and the well-rounded human. Each has their own advantage or disadvantage depending on what powers you choose. For instance, dwarves are exceptional with life essence, summoning minions and creating chokepoint crystals, while elves are quick on their feet and can heal themselves, Master Chief-style. Races aren’t confined to any certain powers, though, and experimentation is encouraged. Still, some things work better than others.
Shadowrun matches are down-and-dirty tournament-style four minute rounds, with the first team to score six points as the winner. Games support up to 16 players, although there are accommodations for smaller parties as well. There are three game modes from which to choose, including Extraction (a Capture the Flag affair with both teams scrambling for a magical artifact), Raid (a one sided version of CTF with the Lineage on the offense and the RNA protecting) and Attrition, which acts as the obligatory deathmatch mode.
Online games are organized using the TrueSkill ranking system to keep things balanced, yet even then, a good team is all you need to dominate a match. There’s no single player campaign other than six tutorial missions, which I recommend completing before you set foot online. After all, things can get a little frenzied, so it’s best to come prepared. You also have the option of playing offline matches with bots if the urge arises, although nothing beats taking down someone who can respond to your attacks intelligently (or unintelligently; this is Xbox Live, after all).
There are nine maps from which to choose, each with their own style ranging from dilapidated slums, a ziggurat, a sleek office lobby and an impressive abstract map with a disorienting fog ceiling and treacherous ledges. Combined with the ability to play each map with two of the aforementioned modes, there’s quite a bit to do here, although some players will crave more.
Pages: 1 2
|
Nice review, Andrew.
Hey, thanks! I had a blast with this one!
Post a Comment