Double feature time! Hope you’re ready for more techno-magic intrigue on the seedy streets of 2050s Seattle, because just a year after Beam Software brought their quirky point-and-click spin on the tabletop classic Shadowrun to the Super Nintendo, it was BlueSky Software’s turn to give Genesis owners their own cyberpunk RPG fix. California-based BlueSky was no stranger to Sega’s 16-bit machine, having previous worked on such diverse licensed releases as Ariel the Little Mermaid, Jurassic Park, and NFL Sports Talk Football ’93. Similar to Beam, however, Shadowrun marked their first foray into this particular genre. Not that you’d know that from the end result, an extensive open world experience unlike any other console RPG available at the time.
I must say, reviewing these competing takes on the property back-to-back has been enlightening. Both studios started from identical inspiration and went on to create games that share a genre, a setting, and an emphasis on piecing together clues to a mysterious conspiracy. Yet despite all that common ground, the two are radically different in most every respect.
Genesis Shadowrun follows Joshua, a rookie ‘runner looking to hunt down the party responsible for the recent murder of his brother, Michael. He arrives in Seattle flat broke with only a single lead in the form of Michael’s last known address at a sleazy motel. Unfortunately, the innkeeper refuses to part with Michael’s personal effects until the outstanding bill is paid. If this were any other contemporary RPG, the solution would be to go out and fight some random enemies. While these are present to a limited extent, the real means of acquiring cash and experience is to go out there and get yourself a job.
You’re thus immediately introduced to the game’s defining feature: The random mission system. Talk to specific NPCs in bars and they’ll assign you a task. They might want you to escort a client from one location to another, to download, upload, or delete a file on some computer system or other, to go kill some rampaging ghouls, and so on. If you’re familiar with the “radiant quest” system popularized by Bethesda’s Elder Scrolls series, this is essentially the exact same concept circa 1994. Whereas SNES Shadowrun was concise, arguably to a fault, with no side quests or optional objectives on offer, the Genesis entry is practically all side quest. None of these tasks have any bearing on the fate of Joshua’s poor brother, except that they’re mandatory to build your gear and stats up enough to stand a chance of surviving the relatively few proper story missions.
It’s a divisive approach to be sure. Impressive as it is to see a true open-ended RPG running on such limited hardware and immersive as it can be to feel like a real freelance shadowrunner with theoretically unlimited employment opportunities, making a mountain of randomized content not have the empty, repetitive feel of, well, a mountain of randomized content is a problem game designers still grapple with nearly thirty years on now. Should that fragile sense of immersion ever fail, you’ll find yourself realizing that walking faceless drone X between building Y and building Z for the twentieth time is merely performing menial tasks at the behest of an algorithm to make numbers go up. It doesn’t really mean anything. How you feel about that is up to you.
Another way this take on Shadowrun differentiates itself is by faithfully replicating the nitty-gritty rules of the pen-and-paper iteration whenever possible. That means more attributes and skills, more guns and spells, and greater complexity in general. You start out by picking one of three archetypes for Joshua: Samurai, decker, and shaman. In theory, this fosters replay value by forcing you to tackle the adventure as a beefy killing machine, cunning hacker, or master of mysticism. In practice, the shaman is the clear top choice. A samurai can easily acquire the implant needed to become a decker. A decker can end up just as as jacked and deadly in a firefight as any samurai. Neither of them will ever be able to cast spells, however. That’s exclusively the domain of the shaman. Not so all that computer and gun stuff, which the shaman also has full access to. True, you can’t go utterly hog wild with cybernetic implants as a shaman, since that will have a negative impact on your spellcasting skill, but this apparent weakness is offset by the existence of enchanted talismans with almost identical effects. In other words, the balance here is rather lacking, a theme sadly echoed elsewhere. For example, you can acquire the overall best weapon, the Ares Predator pistol, in the opening area for less than a thousand bucks. These hiccups aside, I do appreciate BlueSky’s attention to capturing the fine details of the source material.
Nowhere is that attention more apparent than in the presentation of the Matrix, the virtual reality computer realm where the megacorps keep their juiciest secrets locked away behind deadly IC (intrusion countermeasure, “ice”) programs. The Matrix in the Super Nintendo Shadowrun was an afterthought; a joke, even. On the Genesis, it’s a game unto itself! It’s far and away the best looking portion of an otherwise drab landscape, with a charming retro sci-fi look straight out of the likes of Tron or The Lawnmower Man and some lovely scaling effects as your gleaming chrome avatar glides up to distant network nodes. What’s more, the mechanics of it are deep. You’re able to customize and upgrade innumerable facets of your cyberdeck’s software and hardware, meaning that the device is essentially its own character with its own independent suite of stats and equipment. Various programs are used to attack, defend, evade detection, heal damage to your virtual persona, and so on. Honestly, it often feels as if more passion and development time was devoted to this digital world within a digital world than to the “real” Seattle depicted outside of it. This is backed up by the fact that Matrix runs are consistently the most lucrative. On the downside, I imagine it can be a lot for a new player to take in. I have the good fortune to have played a decker character extensively in the tabletop version, so getting to grips with all these IC types, node functions, and so on was second nature to me. For anyone else jumping into this one for the first time, you’ll want to keep that instruction manual handy.
Coming up with any kind of final verdict on BlueSky’s Shadowrun is tricky. It’s a uniquely ambitious effort that bites off a lot and actually manages to chew it pretty thoroughly for the most part. You have loads of authentic options for building your main character, filling out a party with hired runners (if you wish, I went solo), and taking on all manner of dangerous tasks on your own terms and schedule. On top of that, the central story is fairly compelling for the 20% or so of the total runtime you’ll realistically be working on it. The music’s decent, too, appropriately grim and atmospheric, if lacking the catchy beats that put the SNES soundtrack over the top. Conversely, though, it suffers from significant balancing issues and the dark, nondescript graphics outside the Matrix don’t give you much to look it. Above all, I found that the deluge of samey runs grew stale quite quickly and I had to actively force myself to grind my way to the finish line. Both Shadowrun games I’ve covered this month do the franchise proud in different ways. Neither is perfect, but which is superior ultimately comes down to the question of scope versus focus. Unlike the shaman, we simply can’t have it all.