
One the the only cyberpunk for SMD!
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Shadowrun is an adaptation of a long running pen-and-paper RPG of the same name, whose setting is that of a cyberpunk world crossed with urban fantasy circa 2050, where magic has returned to the world and creatures of yore walk the land. Spellcasting Elves walk alongside shotgun-toting Dwarves and computer literate Trolls – with the remaining humans still trying to adapt to this change and to the ever-increasing potential of technology and the dangers of a world ruled by ruthless megacorporations. The title itself is a nod to the game's most common activity: shadowrunning, which revolves performing covert jobs, or runs, for high-paying contractors.
The premise of the title is deceptively simple, although even in its meager beginnings there is some definite potential. The main character, Joshua, arrives in Seattle only to find out his brother Michael was ambushed and killed during a shadowrun, his death recorded and broadcasted in the national news. Finding out the reason for his death, as well as the identity of his assassin are the two main quests surrounding the game, and will require a bevy of tasks to be completed, ranging from good old fashioned detective work to fast paced combat and completing dangerous missions. One of the highlights of the game is how the story gradually evolves, with a good amount of foreshadowing simultaneously rewarding the player for his persistence as well as teasing him to find out more about the story.
The main part of the game is spent looking at the action from a top-down angle, much like TechnoClash. In fact, if you've played that title before you may recognize much of the sprite, animation, and area designs are quite similar to those of Shadowrun. Even the realtime combat and three-character party system seem lifted from there. But that's where the comparisons end - while TechnoClash was fairly colorful, Shadowrun is ultimately drab. It's true that the source material is somewhat bleak but it seems the developers went the extra mile to make it even worse. Special effects and music are also poor and more of an afterthought. Because of this, the game lacks in the visual and aureal departments and rarely compensates, ultimately suffering from a disjointed presentation. It's good to know then, that there's more to the game than this.
You can choose between three different classes for the main character: street samurai, decker, or shaman. The street samurai is the obvious choice for pure combat archetypes, with knowledge in combat tactics, and equipped with some subdermal spurs that inflict extra melee damage. The decker is Shadowrun's equivalent of real life hackers, data experts that mine global databases in search of profit or thrills, and access cyberspace (the world wide web of communications) neurally via a datajack, a cable that permits them to connect their brains directly into it. Lastly, a shaman is a spellcaster attuned to nature, using a totem that attunes them to a particular animal (in the case of Joshua, his token animal is a gator), and numerous trinkets that increase their magical aptitude.
Every player will have the chance to (mostly) develop the character as they see fit. A street samurai can also double as a decker, and a shaman can beef himself up to work as a secondary brawler; however, only shamen can use magic as they are the only ones who can use Sorcery. Still, this skill-based system is diverse enough to allow characters to expand several types of attribute
Review ID: 10000000002359882

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