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Every now and then a great game comes along that really sails below the radar. Major retailers don't give it enough time on the table to really appreciate what the game can do, thus giving it low reviews. But, America loves the dark horse in sporting events, and this Cinderella story is far from over.
I'm not going to go into much detail about what ShadowRun originally started out as, because, frankly, it's not too prevalent in this game. It began as a pen and paper RPG in the 1980s, and had two console games prior to this one (SNES and Genesis, respectively) all in the RPG style.
To compare this version of ShadowRun to another game would be to really squash the originality that ShadowRun brings to the table. If I had to, I'd say that if you had ever played Counter-Srike, you'd get a decent feeling for how the game initially handles. Shooting is very similar, and the round based game play is as well. You get a certain amount of money per round, and that amount can change in regards to how many good or bad things you accomplish in the prior round. If you do team damage or betray someone, you obviously aren't going to get rewarded.
KATANA!!!
The learning curve in this game could be compared to getting thrown into a crane, and then be expected to be very knowledgeable about everything that the crane can do. You are going to get massacred at first. You will feel that the game is hard, and unfair. All I can say to you is that yes, the game is hard, but it is most definitely not unfair. As you spend time with it, you'll come to realize that everything, no matter how powerful it seems, has a weakness. It's your job to use the tech and magic you get to exploit that weakness.
I'm not here to complain about there being no single player, because there isn't a single player. There are six training missions that will give you a basic understanding of your powers, and then you have the option of solo bot matches- much like Unreal Tournament games. Some people will tell you that this is only half a game, but I'll pose this question to them. Then why aren't strictly single player games half a game? Think about it this way. Both Halo games have a single player campaign. How often have you completed those campaigns? Does it even come close to the time you've dumped into the multiplayer aspect of those games?
The depth of ShadowRun relies solely on your use of technology and magic. You buy these with the money you acquire via doing team based actions per round.
Techs:
Glider- Think of it as wings you can use to extend jumps, and float in the air for longer distance jumps. Very useful to get round maps quickly, and out of sight.
Enhanced Vision- You can see enemy locations through walls, and it will even tell you how far you are away from them, and what direction they're moving. It will only pick up smoke equipped foes within a distance of 25 meters.
Smartlink- Helps out your accuracy, and allows you to zoom in with any weapon, or zoom in an extra time if the weapon you have already zooms.
Anti-magic Generators- Sucks the magical essence out of players that get too near to it.
Wired Reflexes- Lets you run faster, jump higher and, if you're wielding a Katana, it will allow you to block some bullets. When activated, you will get even more speed and jumping ability for a short time, at a cost to your health.
Magic:
Tree of Life- Casts a magical tree that heals health. It works for anyone, even your enemies.
Resurrect- Teammate dead somewhere? Resurrect them, provided that the opposing team hasn't cleared their bodies yet. You can only be resurrected one time per round, unless you’re losing by three rounds or more.
Gust- Shoots a concentrated blast of wind at an opponent. Can be used to hurt smoked enemies, blow someone off ledges, stop them from scoring the artifact (flag), etc. The Swiss army knife of ShadowRun.
Smoke- Has the innate ability to hide you from people using enhanced vision, but when activated, you turn into a puff of smoke that is invincible to everything… except gust.
Strangle- Puts vines of a crystal material wherever you cast it, and traps people in it while damaging them and sucking their essence.
Summon- Summons a minion that can protect an area, or be sent out on a manhunt/vendetta against an opposing player. Sadly, you can’t sick your minion on teammates.
Teleport- Do I really need to explain more? Use it to teleport from 8-10 meters in and direction. It carries you in the way your momentum is going, so you don't necessarily have to be looking where you port.

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