Shadowrun
Cross-platform online gaming starring Elves, Dwarves and Trolls.
Since Microsoft announced plans to create a third videogame based on the pen and paper RPG Shadowrun, the fans have made their disappointment clear.
See, Microsoft's FASA Interactive will not be transforming it into an open-ended, epic videogame RPG that you might expect - something along the lines of a cyberpunk Elder Scrolls or a fantasy-tinged Deus Ex, for example. Nope, instead the company will be taking the nuanced blend of fantasy and dystopian sci-fi that has evolved over 18 years of pen and paper gaming into one of the most rich and complex of RPG settings, and it will be creating an online-only arena-based first-person shooter. But who cares about the fans if the online-only arena-based first-person shooter in question turns out to be brilliant?
But does it look like it's going to be brilliant? Well it looks like it could be a brilliant advert for cross-platform gaming over Xbox Live. Microsoft has been making a bit of a song and dance about the fact that Shadowrun is one of the first games that will allow PC gamers to take on Xbox 360 gamers over Xbox Live. Which, if you think about it, is a pretty reasonable idea. It's just it's probably going to be one of those reasonable ideas that people very quickly take for granted, without ever giving any credit to the people who came up with the idea. Because, to judge from a recent demonstration of Shadowrun, Live on Windows Vista is indistinguishable from Live on Xbox 360.

The game rewards you for team play. For example, instead of earning credit for kills, you earn credit for damage - which should end intra-team bickering about stealing kills.
"You can voicechat, you can create a Friends list, and you can do game invites just like on the console," explains FASA's studio manager, Mitch Gitelman. "If you're already a member of Xbox Live, your stuff works on Games for Windows Live, too. You use the same gamertag, and can show off the same gamerscore and achievements on each platform. The rest of the Xbox Live features, like Marketplace are coming later." More importantly, it was impossible to tell whether people were playing with a controller or via keyboard and mouse.
"There's a number of different ways that we've balanced it," continues Gitelman. "For one thing we have an accuracy model sort of like Counter-Strike in a way: what happens is as you fire your weapon you become more and more inaccurate, so you have to use short, controlled bursts. So we played around with that, and we played around with the aim assistance on the controller. What we found when we first started was that the controller people were absolutely owning the mouse and keyboard people, without a doubt. So we had to make some adjustments - there's things like smoothing and all that sort of stuff." There's also the fact that Shadowrun isn't just about crackshot crosshair accuracy, but more on that later.
For now, what about Shadowrun itself? Well it's set in Brazil in the year 2031, so it depicts events 25 years before the pen and paper game, and it depicts a conflict between RNA Global (a megacorporation), and The Lineage (a 5,000 year old secret society) for control of a magic artefact. And it's an online-only arena-based first-person shooter. The action takes place between two teams of eight players, over a series of four-minute rounds, with the action falling into one of three modes: Raid (one team tries to capture the artefact; the other team tries to stop them); Extraction (both teams try to capture the artefact); and Attrition (both teams try to kill each other). Players carry two weapons from a fairly conventional selection (eg. pistol, shotgun, grenades, sniper rifle), and during the first 30 seconds of each round players can spend money earned in combat on equipping themselves. So far, so conventional.

Using the glider opens up the vertical scope of the game's multiplayer maps.
So what distinguishes it from every single other online-only arena-based first-person shooter out there? Well, principally, the fact that players can supplement their pistols and shotguns with magic abilities and cybernetic enhancements. Or, as Gitelman puts it: "I can use magic to teleport through walls, through the floor, through the ceiling, through enemies. I can also glide, using a glider backpack - so I can glide over the battlefield. But the interesting thing about Shadowrun is the way that you can combine these interesting abilities together to outsmart the enemy. So for example I could jump off a building, start to glide, and just before I hit the wall to the next building, teleport right rhough that wall."
"There's other abilities in the game too. I could use my cybernetic vision to look through a wall. I might see a troll on the other side of the wall. So I teleport through with my katana, take him out from behind and then when an army of dwarves come to get me I can teleport back up through the ceiling, glide across the battlefield to a sniper perch, pull up my sniper rifle, use my vision again. And then when I see somebody about to poke his head out I snipe him, and then when everybody swarms all over me I turn into a puff into smoke and the bullets go right through me and they hit each other. You can see how that can really change the way first person shooters are played."
So what distinguishes it from every single other online-only arena-based first-person shooter out there is that it features a whole load of innovative abilities and equipment, each of which can be used in innovative ways or combinations to create open-ended tactical variation. Take, for example, the Tree of Life. There are no medpacks in the game, but you can use magic to create a permanent Tree of Life, which heals anybody nearby - including enemies. And, of course, since it's permanent, you can also use it for cover. Another power, called Strangle, allows players to create crystal blockades - sealing up walls, or creating a defensive barrier in the middle of battle - or even, by casting it directly at an opponent, incapacitating enemies, making them a sitting target.

It's possible to summon creatures, who cause massive damage in general, but they can also be targeted at particular opponents.
Tech abilities include wired reflexes, which allow you to run faster, reload faster and jump faster; enhanced vision, which allow you to see further, and through walls; and a glider, which allows you to, um, glide. And although you're free to choose from both magic and tech, each piece of tech reduces the amount of Essence available to use magic; and while Essence eventually recharges, some spells place a permanent drain on your resources, and some tech items can suck all the Essence out of their surrounding area.
The other thing that distinguishes the game is that you can choose from four different races: Elves are fast but flimsy but they regenerate so they're good for hit and run tactics. Dwarves suck magic out of the area, preventing other characters from using their magic skills, and they're immune to headshots. And, of course, they're short, making them smaller targets. Trolls are slow, but they become more resistant to damage the more they take, and they're also the strongest race. And humans are, obviously, the all rounder.
With all those possibilities on offer, the game itself does have a bit of a learning curve. There are six training chapters to prepare players, but initially it can be confusing as you try to remember what ability you've mapped to which of the three buttons that are available. That's probably why your humble correspondent spent most of the hands-on part of the demonstration humbled and hands-off, staring at a dead carcass on the screen (like Counter-Strike, if you die you remain a mere spectator until the next round. Unless your team-mate uses magic to resurrect you. Unless your opponent has used damage to destroy your body, in which case you can't be resurrected).

A troll. With a big gun.
Still, in the brief moments before getting shot, it's pretty clear that using the various abilities in combination can open up an abundance of tactical avenues. Using enhanced vision, teleport and glide in conjunction to conduct hit and run attacks all over the map is pretty satisfying stuff, but the real possibilities became apparent after sitting back and watching some of the FASA experts at work. In experienced hands the combination of magic and tech opens up a dizzying range of tactical possibilities - a sort of moving Magic: the Gathering, if you will. It was particularly instructive to watch the experts gliding high above the action to survey the earthbound pack of journalists, utilising the huge vertical scope of some of the maps.
The game does have a singleplayer of sorts: it's possible to play entirely with or against bots in any combination. But after seeing the polished and strategically complex combat it's difficult not to feel some slight disappointment that it's not been wrapped up in a singleplayer campaign that does justice to the game setting. Nevertheless, Shadowrun is undeniably a pretty decent online-only arena-based first-person shooter, and although the hands-on experience was fairly harsh, it's the kind of game that will reward repeated play, especially with regular team-mates, with whom you can establish specialised roles and tactics.
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Comments (60) Latest comment 5 years ago
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This sounds like pure crap.
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Heard an interview with Mitch where it sounds like the long term plan is to get the shadowrun name out there with this title, then create an rpg further down the road.
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And it actually looks rather nifty.
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ie Originally it was meant to have a single player camaign too but they cut it out halfway through development?
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Looking forward to demo.
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CHRIST what a waste of a license. Quake 3, with elves on hang gliders. Thats what i see here.
The Shadowrun universe has such potential to be the basis of a well executed RPG or action adventure shooter. To license it purely to create a multiplayer shooter just makes me wonder who footed the bill for this and did they realise what they were getting for their money.
Now maybe the license came cheap, as Shadowrun is kind of old now and pen and paper RPGs don't have the popularity that they used to. It still seems somewhat pointless though. Hopefully the end result will still be fun, regqardless of the seemingly moot attachment to the Shadowrun system.
Tsk.
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Can't wait.
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Ahh yes, that would do it!
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It might well be a good title, and I do hope that it is. But the license attachment still galls me.
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Who's responsible for this travesty?
Lazy devs or boring publishers?
I imagine Unreal will wipe the floor with this anyway so what's the point?
Gutted.
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Reminds me of an overenthusiastic class-based Quake 2 mod from back in the day, trying to cram in as many ideas as possible, no matter how unrelated they are.
...
Could be good, though.
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If it works even remotely like he is saying, it will be possibly the most annoying game on the face of the planet.
Sudden death kills from out of nowhere and constantly teleporting enemies ARE NOT FUN.
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See this is one of the reasons im geting bored of games, and spending more time talking about them on forums than actually playing them.
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Shadowrun RPG would have been awesome...this however as at maximum 6/10 written all over it.
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this is the kind of thing that reminds me of how microsoft sees games totally the wrong way.
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Like Quake 3 on Dreamcast vs PC?
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Me too. SNES Shadowrun gave me some of my greatest memories of that platform (and I have many). I'd never played a game like it at the time and the atmosphere and whole cyberpunk vibe was terrific.
I've no knowledge of Shadowrun outside of that experience but I can't believe they're bending yet more IP to the fooking FPS format ...
And yeah, an Oblivion-scope RPG in the style/atmosphere of Shadowrun is the stuff that AAA and format-defining titles can be made of - this does indeed sound like if they absolutely nail it 100% it's a 7/10 at best ...
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This seems quite reminiscent of the criminally underappreciated Xbox game Phantom Dust - that game was a real blend of Magic: The Gathering mechanics (deck building, hundreds of abilities) with 3D multiplayer action. If this turns out anything like that, it could be the first online shooter I'll have bothered with in years.
Footnote: I actually think they are right not to try and revive the franchise with a huge big budget Oblivion-style RPG. Although what fans it does have are rabid (as evidenced here), there are probably not enough of them to support an expensive AAA game like that right out of the gate. If this does well, they'll have the franchise back on a path to bigger things, IMHO.
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/may be exagerating
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Shadowrun would make an ace MMORPG or plain RPG - you've already got tons of lore, and the mix of cyberpunk tech and fantasy elements is really appealing.
Plus I can't imagine them overcoming the balancing problems between the keyboard-and-mouse players and the controller ones. The two control systems are just too different.
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The visual style does nothing for me. It's like they didn't retain any of the core elements that made Shadowrun such a fun game, jesus!
Sure, they'll eventually get round to do a 'proper' RPG, but it'll blatantly be in the same style as this. Bah
Sci Fi CS? Great. But ... they should have just taken the plunge and gone for a new IP, in my humble opinion.
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Geee.. what do you think?
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Sudden death kills from out of nowhere and constantly teleporting enemies ARE NOT FUN."
Incredibly good point. It's like all the cheap hacks cheaters use in mulitplayer FPS's are suddenly legal, and everyone has them. Lets not forget that 360 owners also have aimbot mods... no thankyou.
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Army of dwarfes? Is he referring to the other SEVEN PLAYERS on the opposing team as "an army"?!
Really, this is 2007, 8 vs 8 just aint gonna cut it anymore
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Plus the "pad users were owning mouse and keyboard users" comment kind of gives me clues that these people have very little idea of what they are doing; putting autoaim in for some and not for others is a bit unfair, no? The "we thought using the CS aim deviation model was a good idea" thing confirms it, CS aiming is pure fucking fiction. Asshats.
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But, y'know what, it looked like a damned fine sight and much more appealing than the PSP, PS2, PC or Wii chart
LOCK AND LOAD, TEABAGS!!
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FASA need to back away from this mess and get some proper stompy shooting action sorted.
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Bad news brown.
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I understand where you're coming from. But I've played the original (paper RPG) game, and they are seriously wasting an opportunity here. I could even understand it if it was title "Shadowrun: Arena" or whatever, to show that it was a spin-off franchise rather than the main event.
I suppose I'm just disappointed that they're spending all this development time and money on yet another sci-fi FPS. When they could be producing a decent (MMO)RPG, where the cyberpunk/sci-fi genre is sorely lacking.
Plus the PC/360 PvP will never work
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Oh, and I think I'm not going to play anymore Basketball games like NBA 2k7, because they keep making these stupid 5 on 5 games.
Damn, I just realized I can't play Virtua Fighter 5 either because it's 2 on 2.
No one seems to know how to make any good games anymore. When will they figure it out. Screw gameplay. I want more 50+ player games like Blackhawk Down. Now, that was great game.... sigh...
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@FPS xbox vs. windows
I don't see a fair shootout here as most other ppl have already posted. And to "yourmessagehere": Aiming in CS in *not* a myth for the other players. Maybe just for you though
@Magic/Cybergadgets
Someone remembers the "super heroes" mod for Quake2&3??? That's what it sounds like - it was a blast at LAN-Parties, but nothing you could seriously play for weeks on the internet. At least not sober! But how that game *feels* in the end? Can't tell.
@8 vs 8
Could be okay. It all depends on the Maps. I don't feel well with an Unreal Tournament Shadowrun - but it would be worse with a "Battlefield 2060".
What I fear is that if this game fails (and it doen't look too good) there will be no more SR games of any genre.
Just my 2 Nuyen.
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Fans of the Shadowrun old console RPG you mean. P&P Shadowrun fans like me can appreciate this. P&P Shadowrun combat system was very FPS anyway
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Aiming in CS is possible (even for me), it's just unrealistic in a game supposedly based on realism (random deviation? I think not.) and altogether crap compared to other systems, like Frag Ops mod for UT2004 for example. I'm no expert, but I know a crap system when I see it =P
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* = those whining about the game despite the good write-up because they feel the game makers owe something to the RPGs of old...