Chris Chester

Shadowrun has been a constant source of debate in the gaming community since last year’s E3, and for good reason. Many question the input device parity inherent in a cross-platform shooter, while even more have taken exception to the idea that their beloved pen and paper RPG franchise has been turned into a first-person shooter. More than a lot of games, most of the chatter has been largely abstract, highly divorced from the actual experience of playing the game.

Since the NDA on the beta has been lifted a few weeks back however, more and more people are starting to pay attention to the complex beast that Shadowrun really is. Make no mistake; this is no Gears of War we’re talking about here. It might look like a simple fantasy game with guns, but the depth that underlies its gameplay is deceptive, almost to a fault. It takes a couple hours to really even begin to understand the tactical possibilities that underlie the game, though the experience of figuring it out is refreshingly cerebral.

The setup for the game is heavily reminiscent of Counter-Strike. Before each match, you pick one of four races, which function more or less as a class, with their own specific quirks and powers. Dwarves are very magic heavy for instance, while Trolls tend to be the hardier gluttons for punishment. Matches are composed of six individual rounds, and at the beginning of each round, you have the option to purchase weapons, magic, and tech upgrades. There are no respawns in the middle of rounds, so victory hinges on either completing the objective or eliminating all of the enemy team members. Having the ability to resurrect fallen teammates adds to the dynamic somewhat, but matches more or less play like a round a CS.

As the match goes on, your magic and tech upgrades will stay with you, but you only retain your weapons if you survived the preceding round. Finding a play-style that you are comfortable with and which complements the abilities of your teammates is vital to having a positive experience with the game. While it’s often tempting to pick a speedy elf and go after the opposition with the katana, you can’t do everything, and the proper balance of heavy weapons, magic, and tech is what’s going to win rounds for your team. Since most players to the game in the beta are still new, victory is heavily dependent on how familiar your team is with this notion of balance.

It remains to be seen what sort of dynamic the game will assume once players on both sides are well-versed in the game’s intricacies and the roles of their race. There are so many possibilities in terms of magic and equipment layouts that your success relies almost as much on the composition of the other team as it does player skill. Make no mistake, being quick on the draw here will still give you a great edge over your opponent, but it’s not the deciding factor. I’m not sure at this point whether this is something that’s going to hurt the game in the long run. You’re constantly rethinking your strategy as somebody pulls out some new trick against you, and it’s difficult to really become comfortable with a specific role.

In my brief time with the Shadowrun beta, I never really found a sense of comfort. While the game appeals to me on an intellectual level, I’m just unsure of the staying power they’re promising in the final package. The gameplay modes are relatively limited, and the number of maps isn’t particularly impressive – I’m just wondering how they’re going to go about selling this thing as a retail package. It seems aimed only really at the hardcore, not bothering to include a true single-player mode, and the multiplayer that is the game’s main and only selling point has yet to prove its long-term viability. At $40, the game might garner a certain appeal, but they’re charging full price for Shadowrun. I’d wait until the reviews start coming out on the final version before I plunked down any coin for this one.

The Wii’s Virtual Console is back into top form this week with three additional classics making an appearance on the service. Among these “new” releases are the NES port of arcade classic Galaga for 500 Wii Points ($5), as well as Namco’s TurboGrafx-16 port of Bravoman for 600 Wii Points ($6), and the Genesis incarnation of Sega’s old mascot Alex Kidd with Alex Kidd in the Enchanted Castle for 800 Wii Points ($8).

[img]http://www.snackbar-games.com/images/news/2007/04/xbox360_qwerty.jpg[/img]

Microsoft has confirmed the [url=http://www.snackbar-games.com/n2539.html]earlier rumored text input device[/url] for the Xbox 360 by announcing the coming launch of console’s Windows Live Messenger service, which boasts the ability to connect console, PC, and Windows Mobile gamers under one unified chat service.

Set to debut on May 7 with the Xbox 360 spring update, the patch will provide Xbox 360 users worldwide with access to Windows Live Messenger features, including text messaging and chatting over Windows Live Messenger with up to six people on their contact list at one time, while playing games, listening to music or watching movies.

According to Microsoft, existing relationships on Windows Live Messenger and Xbox Live will be unified on the Xbox 360, and users will see at a glance if their existing friends on Windows Live Messenger have Gamertags.

In addition, Microsoft plans to release the earlier rumored QWERTY text-input device this summer, which will plug directly into the Xbox 360 controller. Prior to this device’s release, and beginning the week of May 7, Xbox 360 users will be able to text message and chat using the virtual keyboard accessible on Xbox 360 or by connecting a USB keyboard to the console.

[b]Other enhancements expected the upcoming spring update include:[/b]

– A richer Achievement notification pop-up will showcase the name of the unlocked Achievement and the gamerscore value without needing to leave the game to check the Achievements list.

– Enhanced family settings features for Xbox Live communications enable different defaults for video chat and voice chat.

– A new Xbox Live Marketplace blade lets Xbox Live members access the content they seek A

Standardization has always been a big component of the console gaming experience. Unlike on the PC, console games benefit from being developed on a standard platform with standard capabilities and (for the most part) standard input devices. This frees up developer resources that would have been spent on optimization and keeps the focus squarely on the content. It’s for this same reason that development of cross-platform games has remained largely in the realm of the theoretical.

This is the big hurdle that team FASA has been trying for years to surmount with the development of Shadowrun, the first cross-platform game between Xbox Live and Windows. It’s a title that has received intense scrutiny less because of its ambitious network architecture, and more because of the creative use of the original source material. As the game has gotten closer and closer to its launch date however, people are starting to take greater notice of the ways that FASA has tried to adjust for developing a game on two quite distinct platforms.

It’s a conversation that gamers themselves have been having for a decade. Ever since big shooters started appearing on consoles, often exclusively, players have been debating which method of input provides for a superior gameplay experience. The conventional wisdom is that the mouse and keyboard layout provides the best, most efficient means for navigating a game world in the first-person perspective. Built on pixel-perfect precision, the mouse seems at first to be the natural choice. But as time has passed, as technology has improved, and with games being developed with consoles specifically in mind, this is far less of a truism than it once was.

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When Oblivion was first released for the Xbox 360, it represented, to many, the apex of console role-playing games. It transplanted players into a gorgeous, massive world that was theirs’ for the taking. There were hundreds of hours of gameplay to be found in the game’s robust story arch as well as its many and varied guilds and factions. Different styles of play, be it melee, magic, or stealth all provided distinct experiences for players willing to explore the depths. For all its many successes, the one thing I always thought that Oblivion was missing was a sense of character. Granted, there were a few NPCs here and there that managed to distinguish themselves as memorable, but for the most part they all behaved like robots. I was never able to suspend my disbelief that I was actually talking to real people. And it really hurt the game. It was easy enough to get into your role as a hero as you’re destroying daedra and closing Oblivion gates, but as soon as you got back to town the experience went from organic to mechanical.

Shivering Isles, the new Oblivion expansion from Bethesda Softworks, goes a long way towards correcting this nagging qualm from the first game. Though it’s called an expansion, Shivering Isles is really a world in itself. Connected to the Tamriel by a portal on an island next to Bravil, the only thing the two games have in common is the player. Nearly everything else, including items, characters, enemies, and landscapes are entirely new, which is more than a little refreshing considering how redundant Oblivion can get after 100+ hours of play. The Shivering Isles are ruled by Sheogorath, the Daedric Prince of Madness, and are split into the realms of Mania and Dementia. As you can imagine, the notion of insanity and madness plays a big part in Shivering Isles, and nearly all of its inhabitants demonstrate some sort of mental defect, which prove to be endlessly amusing.

Consider for example the town of Split, where a malevolent wizard cast a spell on the people of the village, dividing its inhabitants in two. Neither set of villagers has much tolerance for their doppelgangers, and will try and commission you to kill their better halves. Most quests take on a character of this sort, and the general idea of insanity is pervasive. Bethesda also appears to have acknowledged the wooden nature of their dialogue, and use it great effect, with much of the interactions taking on a very schizophrenic character. Sheogorath for example has a habit of yelling random insults and threats at you in a think faux-Scotch accent, all the while congratulating you for your progress.

The main story arch has you doing tasks for Sheogorath, as you try and rise in the ranks of his court. The tasks are varied, but they mostly boil down to the typical dungeon crawls and fetch-quests. That’s not to make it sound like they aren’t fun, as they’ll throw an interesting curve ball at you every now and again, but by the time you wrap up the main quests after twenty hours or so of play, you’ll have seen your fill. All the enemies you fight are new, but because there haven’t been any major changes to the way that combat works, it still boils down to the usual game of cat and mouse with NPC’s. You can craft some gorgeous-looking new weapons and armor, but there’s no guarantee that they’ll be much of an improvement if you already have the end-game armor set from the main game, or carry Umbra around in your bag.

Coming in at $30, Shivering Isles offers a lot of value for fans of Oblivion, and is more than enough of a reason to dust off your old copy and put it back in your 360. It certainly doesn’t revolutionize anything, as most of Oblivion‘s quirks are still present, but the madness motif works very well, and goes a long way towards supplanting that soulless robotic feeling that originally pervaded the game. It’s much easier to believe that NPCs are crazy than it is to project onto them human emotions. Despite being utterly mad, the world of Shivering Isles is strangely compelling, and is as worthy of your attention as any other full-priced release. Elder Scrolls fans would be crazy not to give this one a look.