Review by tanarus

"Beautiful creativity slandered by repetition and soykaf."

Shadowrun for the Genesis is a rather refreshing, different game. It features many neat concepts and ideas, which, unfortunately, most are implemented poorly. However, there's a certain addictiveness to the whole piece, and playing through it is a rather rewarding experience.

Slot off, Frag-Face... Drek happens.

The most notable part of this game is the pure creativity poured into it. Given its futuristic scenario, the writers were allowed to find creativity in slang and other words used in the game. Though most players won't understand what it means to 'jack out and smell the soykaf' at first, enough playtime will warrant one realizes it's a rather creative way of saying 'wake up and smell the coffee.' Personally, I thought that was sorta funny.

Given the whole cyberpunk enchilada, the game is based off of the futuristic scenario where players are expected to jack into cyberspace, augment their bodies with machine upgrades, and fire off hordes and hordes of bullets at gangs. While odd at first, the whole setting soon becomes second nature.

Quick! Make a saving throw against the grenade!

The entire game is controlled more by your character sheet and stats than by story or action. Completing runs, or tasks, entitles you to Karma points, which are then used to buy better stats. Better stats make your character more powerful, obviously, and allow you to further advance in the game.

Deliver the package. Deliver the package. Deliver the package. Deliver the package. Spend Karma. Deliver the package.

My biggest gripe with the game is that it's so darned repetitive. You start out delivering packages and escorting nerdy men from place to place, until you have enough money to head off to the next area. From there, you procure people and packages from corporate buildings, until you have enough to go into cyberspace and hack systems to procure data. This happens all too fast, it seems; by the time you're breaking into corporations, you're way too weak to actually do anything inside, which forces you to go back and deliver more and more packages to build up your stats. This single gripe is enough to put many people off of the game.

And more of the same!

There are many other small flaws to this game. Cyberspace, which is rather well done, tends to get tedious and repetitive after a while, but all of the money and Karma points are in it. One can net up to 6,500¥ and 6 Karma points on a good run. That's not including the data you can collect and sell. This can also play a havoc on your stats; while you need good computer stats to get anywhere in the Matrix, you need better real life stats to advance in the game. Gunshots sound like anything but; a silenced pistol sounds more like popping a bubble on that bubble wrap stuff, when the bubble's already half out of air. These gripes are more minor, however, and can usually be overlooked.

Running, running, running... Keep those shadows running... Rawhide!

Shadowrun is a rather addictive game dragged down by a few flaws, namely repetition and lack of balance. However, for those of which enjoy pencil and paper roleplay, this one's good a good basic P&P feel to it. I'd recommend it to anyone that's into that kind of stuff.

Until next time, don't mind me if I lean back in my chair, enjoy a hot, steaming cup of soykaf, and listen to all my wiz music.

Reviewer's Score: 8/10, Originally Posted: 09/22/02, Updated 09/22/02

Recommend This Review

Liked this review? Thought it was well-written and other users need to know about it? Just click to recommend it to other GameFAQs users.

Got Your Own Opinion?

You can submit your own review for this game using our Review Submission Form.

advertisement