Shadowrun (SNES)

Developer: Beam Software    Publisher: Data East    Release: 05/93   Genre: RPG

Shadowrun on the SNES was my formal introduction to this fantastic universe. Up until its release all I knew of it came from lightly reading an old source book. But that was enough to ingratiate me to this unique setting. With five recent PC adventures built in the same style I thought it might be interesting to see how the game has held up. This version of Shadowrun offers a different look at the world of cyberpunk but is just as gritty as its Sega counterpart.

Everything is dark. When you open your eyes you are in a morgue with no recollection of how you wound up there. Or even who you are! But one thing is clear: you should be dead. With hit men at every corner attempting to finish the job Jake Armitage must remain alive long enough to piece together who and why they want him dead.

The style of gameplay in Shadowrun was more common on PCs than in console games. This version of Shadowrun has more in common with point and click adventure games than a JRPG. Your main means of interaction with the world is through a cursor. This cursor allows you to speak with people, grab and examine objects and use items. Since you aren’t using a mouse it can be frustrating at times. Grabbing small objects and targeting specific points can be frustrating. But there are smart shortcuts that make navigating menus faster. While this isn’t strictly a PC adventure it uses the same logic in terms of puzzles and learning magic.

Combat uses the same interface and to be honest is not the game’s strong suit. Moving the targeting reticule is very slow and you are unable to move and shoot. This limitation becomes even more grating when you see street samurai with machine guns running circles around you and pelting you with bullets. The combat is functional but exceptional boring. That also applies to cyberspace. The exciting concept of jacking into the matrix is little more than a game of minesweeper here.  While using your cyber deck is largely ignored for most of the game toward the end it is critical. A little too critical if you ask me but I’ll get to that.

Character progression is done through using karma while asleep. There are a number of skills as well as magic spells to eventually level up. Leadership, negotiation, firearms, body, etc. all need to be individually leveled up. It’s a bit much, especially as karma is slow in coming. While it isn’t the same as experience points you’ll still have to grind for karma like it. Later cyberware that boosts certain skills becomes available and are basically mandatory for the end game.

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The game’s plot more than anything is what makes it so exceptional. The point and click interface allows you to speak and interact with nearly everything. Clicking on random people reveals a wide array of characters that bring the world of Shadowrun to life. The stylized lingo adds character thanks to a sharp script that is more mature than similar games of the time. The ability to ask questions about a growing list of topics can be grating but at least provides a means of keeping you on track. The journey to find out who is Drake and why he wants you dead is entertaining and goes to some weird places. Even for Shadowrun that is saying a lot.

The only major letdown is the pacing in the back half of the game. The final areas of the game are padded out by an excessive amount of hacking. Unfortunately cyberspace is the least interesting aspect of the game and you will spend far too much time there completing repetitive tasks. For gameplay reasons you need to leave the final areas multiple times before completing them. The enemies respawn, further killing the pace. Combined with the need to grind heavily for karma points and I can see some becoming disenfranchised by the end. That being said the story wraps up neatly and has a satisfying conclusion, even if it involves some tedium to reach.

Shadowrun is not an easy game and becomes quite difficult pretty quickly. Your only means of stat progression comes from spending karma. The price of every skill upgrade jumps pretty quickly and there are many skills. Unfortunately karma comes slowly unless you stop and grind in certain spots for a few hours. Even then you will die frequently until you can build yourself up or hire shadowrunners as backup. You will still die often until you can buy late game upgrades like dermal plating. It is challenging but worth it in my opinion.

In Closing

Beyond its license and setting Shadowrun is a great game overall. The gameplay was unique for console video games and while it has its frustrating elements the story more than makes up for it. With its fantastic soundtrack and gritty visuals Shadowrun is one of the more memorable adventures from that era. It’s just too bad we never got the sequel alluded to in the ending.

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