Monday, 1 August 2022
Shadowrun Returns Review (Switch)
Monday, 18 July 2022
Shadowrun: Dragonfall (Switch)
Starting out as the first major piece of DLC for the original Shadowrun Returns, Dragonfall went on to get a fully functioning solo upgrade of its own soon after. It changes the setting of our murky world of magic and science to the streets and shadows of Berlin and does things a little differently than before and is all the better for it.
Having fled Berlin after a betrayal, your new character soon
finds themselves on a job described as a ‘milk run’ with an old friend. In
Shadowrun things are never usually as simple as they seem and predictably
things go wrong quickly and keep getting worse. You soon uncover a dangerous
secret and by then it’s too late to back out. Just remember – never cut a deal
with a dragon.
One of the areas where Dragonfall differs from the original
in that you now have a consistent pool of runners to choose before going into
each mission. This means that the writers have been given more scope to build
up the personalities of your team who occupy the now expanded hub area. More
team members can be picked up during missions as well and it means players are
rarely faced with situations that they are completely unequipped for. Instead,
the missions become more about how you want to go about completing them which
removes a lot of the frustration found in Shadowrun Returns where you could
find yourself grinding through with a poorly chosen team.
The mechanics themselves are pretty much the same as before.
The core rule set of the original game was always decent and here you get to
see how flexible it can be as you now have specifically designed characters to
use in levels created for their skill set. Level design is also of a higher
standard for the most part with more optional objectives and a better way of
picking up and identifying side quests that helps to build the illusion of
player freedom.
Unfortunately, the matrix sections are still dull and
uninspired. These needed a complete overhaul from pretty much the first day of
the PC release and have got no better with age. The series really would benefit
from taking these sections back to the drawing board though as they seem to
drag on endlessly and lack pace and excitement. One other minor criticism is
that Berlin looks an awful lot like the Seattle of the first game. It would
have been nice to give it more of a visual identity as it’s certainly an iconic
city. People at least talk in a German
accent for the most part.
On top of this the Switch version has some quite nasty bugs.
From our experience these seem to be mainly restricted to the hub area between missions,
but we wouldn’t bet on everyone saying the same. The frame rate skips badly here,
and players seem to teleport around. You also lose the lock on information for
both objects and people which then involves a little dance as you try and
interact with what you want to. The game also locked a couple of times when
changing areas and once we completely lost the camera which just refused to
follow our movements. We should highlight this was restricted to the hub area, during
missions we found this didn’t happen which at least meant we never died because
of it but maybe that’s just us. It also suffers a bit from handheld play with
some small text and no improvement with regards to colourblind users since the
original game, something that was always a bit of an issue.
Dragonfall is basically more of the same but refined and
improved in a number of key areas. If you liked Shadowrun Returns then you
should love this as just about every aspect from story to mission design is
improved. It does need a patch though as the hub area does just about all it
can to break the immersion currently. If you can put up with that there’s still
a lot to like about Dragonfall, it’s just not the game it was on PC currently.
Overall 7/10
*since this review was written a patch has been issued which does stabilise the frame rate.
Monday, 14 September 2015
Shadowrun: Hong Kong Review (PC)
Monday, 17 March 2014
Shadowrun: Dragonfall Review (PC)
Monday, 25 November 2013
Shadowrun Returns Review (PC)
Monday, 19 August 2013
Shadowrun Review (SNES)
Wednesday, 24 October 2012
Shadowrun (Xbox 360)
The Xbox 360 is a platform crying out for a decent RPG, so naturally Fasa have made a team-based first person shooter. Let's get this out of the way straight off: Shadowrun, the 360 game, bears only a passing resemblance to anything Shadowrun-related; even the art style is some way off what fans would really expect. The storyline is vaguely the same in that an ancient magic has reawakened and humans start mutating into and giving birth to magical creatures (remember we did say vaguely).
Another thing to be aware of is that this review comes at quite a lengthy period after the initial release and as such we are in essence reviewing Shadowrun V 1.2. Due to the two very good patches that have been made available, the game is a very different place from that of a few months ago.The title itself is designed to be a completely multiplayer affair and, apart from bot matches, there is no single player mode available - something that never seemed to bother Quake 3 Arena too much. The result is a highly focused and highly skillful team-based combat game.
There are two main game types available: 'Attrition' has your team simply trying to wipe out the other team while 'Extraction' is the Shadowrun version of capture the flag, only this time with a magical artefact. A slight variation on Extraction is 'Raid', which has one side trying to remove the artefact while the other team defends the position. Each team has a choice of four different races to choose from: humans are good all-round characters with the added advantage of suffering no penalty to magic when they have tech equipped; trolls have high health and can take huge amounts of damage but little magic power; elves are quick but weak with a lot of magic power; and dwarves have the most magic, need two head shots to kill, are almost impossible to 'bleed out' (thanks to the patch) but are the second weakest race in terms of health.
Each race, when used properly, can be highly effective; on the other side of the coin, in the wrong hands, any race can die within about three seconds of a game starting. As well as the choice of race, players can equip their characters with both magic and tech items which must be bought between rounds. This is where the team responsibility comes into effect; if no one buys a tree of life to heal allies, or resurrection to bring people back to life, chances are you will not last long.The magic and tech can be combined in near limitless ways and can really help to customise a character that suits your playing style.
Already, people online have worked out combinations that may seem a little odd but, when used correctly, are nearly unstoppable. Magic ranges from summoning huge demons to attack your enemies to the very subtle 'Gust' magic used to push your enemy away from you. Tech is equally wide-ranging, spanning devices that let you see through walls, put laser sights on your weapons or use a glider to leap out of harm's way. All require mastery and any can be the difference between life and death.Weapons available are fairly standard items such as shotguns, SMGs, sniper rifles and rocket launchers. The most interesting are the katana which can be used to sneak behind opponents and, if caught unaware, 'bleed' them out. This causes their health to rapidly drain away unless they are resurrected by an ally.
The battle rifle is also worth a mention as not too many games have a highly effective mid-to-long range steady fire rifle. Shadowrun has a fairly small collection of maps, one of which is randomly selected each time a new match begins. It is lucky, then, that all of the maps are of a decent to excellent standard. Even now, ledges and hiding places in the multi-tiered maps are still being discovered. The need to select different weapons, magic and tech depending on the map also remains crucial.
Shadowrun has set aside its heritage and aimed to be a highly flexible, highly skilled team-based online shooter, and it achieves that very well. After the patches, servers are much more stable (though lag does occur a touch too often) and the races have really been levelled out against each other which makes a huge difference to the experience. The biggest problem with a game of this type is that, although the tools may be excellent, there are always going to be some absolute morons online spoiling it for everyone. Thankfully, there seem to be more decent players than annoying ones, but it only takes one idiot to ruin the fun.
The title may seem somewhat limited in terms of options and a general finesse, but what is there works almost perfectly and, in our mind, is one of the finest online multiplayer experiences available. If you look past the tenuous link to the license and the admittedly dodgy art design, you may just find a game that is quite unlike any other, and is excellent to boot.
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