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> Shadowrum FPS, Um, wtf?
Nikoli
post Jul 6 2007, 09:11 PM
Post #1


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So, in the name of furthering the idea that a Shadowrun game might be a viable business venture, I bought the Shadowrun. I agree with the critics that hobbling the PC version to Vista only may shoot this horse in the foot before she clears the gate.
Here goes my review:
Pro's
*Combines some of my favorite FPS features into one mostly clean game
*Runs real purdy on my machine
*Glider is a fav piece of tech
*The AI, even on training skill level still display some intelligent tactics such as removing bodies and placing choke points
*Customize your toon to a niche of your creation
*Allows tactical game play through creation of choke points, moveable cover and summoning
*Elves are rather fun to play

Con's
*This has as much to do with Shadowrun (History, game play, flavor, etc) as Dragonshard RTS did for both Eberron and D&D
*The guns are all generic, Pistol, SMG, Rifle (Not even Assault Rifle). I like seeing the names of guns, choices for different classes for the weapons.
*Teleport and resurrection, 2 blatant violations of the game universe. While handy in a FPS, have no place in Shadowrun IMO.
*No ammo reloads during game play other than picking up someone elses gun and praying they had more bullets at death or weapon change than you did.
*No discrete mines
*Little control over aiming of Grenades and Grenade like weapons.
*A Grenade launcher would have been nice.
*Smartlink was poorly thought out in this iteration, the programmers should re-read the fluff text before implementing game defining technology like this.
*katanas should not be able to deflect bullets, though cool it's still dumb
*Buggy animation, controls, and training segments
*Would it have killed the animation team to give us ladder climbing?
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