Shadowrun Review

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The '80s RPG moves into the digital age


Based on a pen and paper RPG from the late 1980s, it's a little disconcerting to see Shadowrun's digital resurrection as a tooled-up team-based blaster. But while the game's puzzling premise is perplexing, what offends most is its sloppy execution, overly-familiar gameplay and tragic lack of polish.

The first title to allow both PC and Xbox 360 gamers to play together on the same servers, Shadowrun blends futuristic weaponry with old-fashioned swords and sorcery, allowing players to choose from a selection of guns and spells before entering a game, where 16 players split into teams of eight and chop each other into bite-sized chunks.

But despite the game's unique take on squad-based warfare, the challenges on offer will be all-too familiar to fans of the genre, each boiling down to finding some treasure (read: flag) and defending or stealing it, or simply letting loose with your weapons and hoping to be a member of the last team standing when the timer runs out.

Inconsistent graphics that range from stunning to shameful in the space of a single level do nothing to help round-out this patchy package, making Shadowrun one of the most disappointing releases on the Xbox 360 so far this year.