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Shadowrun Returns Video Game
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<blockquote data-quote="Deuce Traveler" data-source="post: 6169077" data-attributes="member: 34958"><p>I'm an avid CRPG fan, so I found a lot to dislike about the game's linearity, lack of more than a couple side quests, and the fact that my decker wasn't really useful except for a few missions. The wizards you can pick up aren't outstanding, but I imagine a wizard PC who specializes in area of effect spells would rock the game. Street Samurais also do well, and Shamans seem the most interesting because of their ability of summoning spirits. Karma points are given too freely, making it so that you have a super powerful character by the end of the game. The company had a problem with the save game mechanic and released a game that is saved before each mission, so if you set-up wrong you can screw yourself and be unable to finish the game. Because of this, the designers seemed to have made the game pretty easy, else you might rage quit from having to start the level from the beginning each time.</p><p></p><p>Still, despite my criticisms, this game is worth the $20. They really nailed the Shadowrun campaign world and I welcome a turn-based isometric CRPG since I'm tired of the first person action shooter RPGs and miss tactical play. I'm hoping fan mods and future DLCs like the Berlin campaign will also make it worth it. I still prefer the Shadowrun game on the Sega Genesis, but this comes a close second.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6169077, member: 34958"] I'm an avid CRPG fan, so I found a lot to dislike about the game's linearity, lack of more than a couple side quests, and the fact that my decker wasn't really useful except for a few missions. The wizards you can pick up aren't outstanding, but I imagine a wizard PC who specializes in area of effect spells would rock the game. Street Samurais also do well, and Shamans seem the most interesting because of their ability of summoning spirits. Karma points are given too freely, making it so that you have a super powerful character by the end of the game. The company had a problem with the save game mechanic and released a game that is saved before each mission, so if you set-up wrong you can screw yourself and be unable to finish the game. Because of this, the designers seemed to have made the game pretty easy, else you might rage quit from having to start the level from the beginning each time. Still, despite my criticisms, this game is worth the $20. They really nailed the Shadowrun campaign world and I welcome a turn-based isometric CRPG since I'm tired of the first person action shooter RPGs and miss tactical play. I'm hoping fan mods and future DLCs like the Berlin campaign will also make it worth it. I still prefer the Shadowrun game on the Sega Genesis, but this comes a close second. [/QUOTE]
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