Shadowrun

Shadowrun

released on May 01, 1993

Shadowrun

released on May 01, 1993

Shadowrun, based on the pen-and-paper RPG of the same name, is a futuristic sci-fi/fantasy game, taking inspiration from Neuromancer, Blade Runner, and other cyberpunk stories.


Also in series

Shadowrun: Dragonfall
Shadowrun: Dragonfall
Shadowrun Returns
Shadowrun Returns
Shadowrun
Shadowrun
Shadowrun
Shadowrun
Shadowrun
Shadowrun

Released on

Genres

RPG


More Info on IGDB


Reviews View More

Shadowrun (SNES) delivers a unique blend of cyberpunk and fantasy in a gritty, atmospheric package. The story is gripping, the dialogue system adds depth, and exploring a dystopian Seattle is cool. Combat can feel clunky, and there's definitely a learning curve. If you have patience and love the cyberpunk genre, it's a hidden gem worth digging up.

Great game, lots of good and fun dialogues;

When I finish you. WHEN I FINISH YOU!!!

Shadowrun is a pen and paper RPG that I always wanted to play but never got to (mainly because I'm not into the concept of pen and paper RPGs) but I have always loved the universe and the story of Shadowrun. Playing a video game based in that world was a dream come true but I have also found both the SNES and Genesis games to be difficult as hell to progress through. I still have fond memories of renting them and giving them a shot, though.

I kicked 2023 off with Shadowrun Returns on Steam, and with the year coming to a close I thought it'd be interesting to pay a visit to its SNES uncle. And this game really started off strong, with a more effective narrative hook than Returns; before you even select "New Game" you watch as your character is gunned down by a hit squad and left for dead, only for a mysterious shapeshifter to cast a spell on you before leaving. You wake up in the morgue with a splitting headache and amnesia and have to piece together what you were doing before. And while this may sound a tad derivative, the Cyberpunk-Noir atmosphere and the way the game slowly opens up in a nonlinear way really make the difference - the vibes really do a lot of the heavy lifting here!

Mechanically there are plenty of interesting ideas as well (mostly adapted from the tabletop ruleset): the ability to spend karma (experience points) to raise specific stats, spending money to hire mercenaries to fight on your side, and later on finding a character who will teach you various magic spells in exchange for various random trinkets you've (hopefully) been collecting. The execution is mixed - it's not hard to raise your stats to the point that you can go without hired help, and few of the spells are particularly useful - but the effort is appreciated.

Where the game falters is in its UI. It uses a point-and-click interface which, on the SNES controller, is unsurprisingly clunky. Using different buttons for shooting, casting, investigating, and picking up is unnecessary - why not just a dedicated 'action' button? And if all this merely added up to clunky menu-hopping I might still be inclined to give it some goodwill, but the point-and-click system also extends to the (real-time) combat! It makes aiming an absolute pain, and reduces 99% of combat to standing in one spot and DPS-racing the enemies - moving around strategically in between shots simply isn't a usable approach because your enemies aren't constrained by the point-and-click system and can aim instantaneously.

Add in some extremely obtuse requirements for progression and some very suspect balancing (the most dangerous enemies are rats!) and you have a game that becomes quite a chore to play at points. Still, if you're willing to use a guide, this is a relatively streamlined sub-10-hour experience that's worth trying out if you're into this genre!

Also one of the characters looks like Robin Williams with elf ears.

Cool game, sadly there are a few design decisions that make it worse. Nothing weird for the time, if anything it's excellent remake material.