Shadowrun | |
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Cover art
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Developer(s) | BlueSky Software |
Publisher(s) | Sega |
Producer(s) | Tony Van |
Designer(s) | Tony Van John Fulbright Scott Berfield Heinrich Michaels |
Artist(s) | Dana Christianson |
Writer(s) | Jim Long |
Composer(s) | Sam Powell |
Series | Shadowrun |
Platform(s) | Sega Genesis |
Release |
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Genre(s) | Action role-playing video game |
Mode(s) | Single-player |
Aggregate score | |
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Aggregator | Score |
GameRankings | 76% |
Review scores | |
Publication | Score |
EGM | 40 / 50 |
Famitsu | 24 / 40 |
GamePro | 13 / 20 |
Shadowrun is an action role-playing game for the Sega Genesis, released in 1994 in North America only. It was adapted from the cyberpunk role-playing game Shadowrun by FASA, and was developed by BlueSky Software. The game is the second video game adapted from Shadowrun, and has a more open ended style of gameplay than its 1993 Super NES counterpart, Shadowrun by Beam Software.
Shadowrun offers the player an open style of gameplay, where one controls the main character, Joshua, in third person perspective during both exploration and combat. Battles are real time, and although of varying difficulty, tend to be relatively short. Initially, the player is restricted to a single area of the game, but shortly gains access to almost all other areas. Access to other areas is accomplished primarily by taxi, although various restrictions and other modes of travel also exist, such as requiring a visa or bypassing the visa check with the use of a helicopter.
As in most role-playing video games, the characters' skills and attributes can be improved. However, Shadowrun uses a unique "Karma" system, which allows full character customization. Karma, roughly equivalent to experience, is earned for successfully completing a run, killing enough enemies, or advancing the game's plot. Karma is then spent on specific stats as determined by the player. To earn money and Karma, the player must participate in shadowruns, illegal jobs provided by pseudo-anonymous contractors who are, within the legal boundaries of their work, referred to simply as Mr. Johnsons. Mr. Johnsons usually are corporate liaisons who want their bosses' dirty work done without compromising them. All Mr. Johnsons work in backroom booths in different clubs and bars through the city. Depending on the Johnson, they will randomly offer different types of jobs such as raiding gang hangouts, search & retrieval, extractions, courier missions, ghoul hunting, or Matrix runs. Each mission will vary on the specifics to meet the requirements and location such as Megacorp headquarters or even the LoneStar's main building. Different Mr. Johnsons have varying levels of difficulty and pay for their jobs, which can be influenced by the player's negotiation statistic. (Note: In this game, the term "Mr. Johnson" is used where the word "fixer" would be used in the tabletop game. In the tabletop game, the player would know the handle of his fixer but the actual client would remain anonymous, hence "Mr. Johnson." In this video game, the fixers are known both by their handles and "Mr. Johnson," while also revealing the clients’ names to the player.)