Shadowgun (v1.1) (Android/iOS)
Google Play Price: $5.25
Apple Store Price: $2.99
[Apple] Release Date: September 28, 2011
[Android] Release Date: October 26, 2011
Game played on HTC Thunderbolt running Android 2.3.4 (Gingerbread)
Parent Talk: Shadowgun stars a sarcastic and occasionally potty-mouthed galactic bounty hunter. You shoot to kill genetically-engineered enemies in this third-person shooter, but the violence isn’t as pronounced as Gears of War or Call of Duty. Shadowgun is relatively mild compared to most of today’s popular shooters.
Plays Like: Gears of War, and any other third-person shooter that features cover.
Review Basis: Finished the game on Normal difficulty.
It’s a good thing Shadowgun is playable now, because none of us will be around in its year 2350 era of evil governments ruling the denizens of space and terrestrial bodies. John Slade, a galactic mercenary and protagonist of epic baldness, is contracted by the shady Toltech Corporation to capture one Dr. Edgar Simon. The former employee of the trans-galactic entity and renowned geneticist is wanted. Why? Well you’re not told of course, but Slade doesn’t care about anything but payday. Kindly bring the mad scientist out of hiding, and nevermind that the gentleman hiring you looks like a cross between Shredder and Baraka.
This looks….great! If Modern Combat 3 is the visual benchmark for FPS titles, and Infinity Blade for RPGs on mobile devices, then Shadowgun is the same for third-person shooters. Powered by the Unity engine on iOS and Android platforms, Madfinger put together an amazing-looking product. John Slade looks like a perfect fit for the COGs, if you ignore his lack of tank armor, and the environments overflow with detail. The opening cinematic is especially striking, reminding me of the quality of Dead Space. If you like games that show off your phone or tablet’s horsepower, Shadowgun will do that.
+ Set-piece bosses. You face off against a number of giant mechanical bosses. They’re appropriately challenging (meaning they hurt), and fun to eliminate.
+ Boomstick. Forget realism; whacking foes from yards away with your auto-shotty is a plus in my book.
+ S.A.R.A. Finish the analogy: Master Chief is to Cortana, as John Slade is to _____. If you answered S.A.R.A., have yourself a cookie. Anyway, I can’t believe Slade’s robotic mission support never annoyed me. She doesn’t speak too much or too little, and actually has a cool personality, occasionally even mimicking Slade’s wit. Madfinger designed a great companion for this ride.
+ Interaction. Piggy-backing the previous item, though Slade and S.A.R.A.’s relationship doesn’t avoid missteps, I thoroughly enjoyed their back-and-forth banter.
+ Hacking. Various weapon crates and locked door panels require you to watch the game highlight any of nine symbols in a random order and length on the input pad. You repeat it, and move on. It’s nothing extravagant, but a healthy distraction from all the fighting.
+ Cover. It works mostly well. When Slade approaches a barrier designated for cover, he auto-snaps to it. You can then pop out for some shots, or slide along left or right. Some cover degrades from enemy fire as well, forcing you to make another move.
+ Hidden cards. Shadowgun tucks away over 20 symbols that resemble the game’s app icon. Each unlocks relevant information about the campaign, which is interesting to glance at.
+- Music. Madfinger employs a handful of guitar-laden tracks to attempt to keep the action entertaining. It’s successful initially, but I was sick of hearing the same material the further I progressed.
+- No melee? Gears of War fans I’m sure would agree that the chainsaw bayonet spoils gamers. Such fun… With Shadowgun being so similar, it’s somewhat disappointing that you can’t even whack a guy with your gun.
+- Controls. They generally work well, but sometimes you’ll fumble looking around or something when your finger slips or is on the wrong part of the screen. Thankfully your gun always shoots, and shooting is fun.
+- Enemy tactics. At the beginning it appears that Slade’s opposition works to flank and out-muscle you, but it’s clear over time that Simon’s minions rely on generic path-finding that at times provokes odd decision-making. Why would a guy I’m shooting from a distance suddenly run right up to the other side of the barrier I’m using? They’re not completely stupid, but not smart either.
- Stuttering. I’ve learned it’s not necessarily your device’s fault when a game doesn’t run smoothly on it. I’ll probably never know for sure, but sadly Shadowgun was never silky on my Thunderbolt when blasting away Dr. Simon’s legion. Hiccups even occurred moving around. This tends to be discouraging, but I still enjoyed the game in spite.
- We meet again… Maybe I’m picky, but I think Shadowgun could’ve spared more enemy types, or at least balanced the encounter frequency. It wasn’t long before I started to wonder if our mad scientist’s army enlisted mostly Psycho Mantis wannabes, and I think it did. Yes you also battle tickers, grenade-launching space suits, and others, but they’re uncommon in comparison.
- Return to sender, please! Shadowgun didn’t seem interested in weapon variety. You start with a standard-issue SMG, and eventually acquire a shotgun, grenade launcher and rocket launcher. These instruments reside in distinct treasure chest-looking crates too, and the number of duplicates made me sad. Why bother leaving these all over the place when ammo is already aplenty? Think of it like opening one of your most anticipated games as a present on your birthday, only to do it again at Christmas. Um…
- Take a bullet, will ya?! It’s stupid that Shadowgun requires your targeting reticule to be red before an enemy receives damage. In other words, if you point at a creep and the reticule isn’t red, cover or no cover, damage won’t be done. Stupid, no? And worse, often half or more of your SMG clip is needed to down a single enemy.
Final boss. If you learn the quick way to kill him like I did, after several tries that is, it’s not so frustrating. Otherwise, the battle is frustrating. The ending is also a purposeful cliffhanger that encourages you to play The Leftover expansion included, and plain uninteresting altogether. After about four or five hours, I was ready to put the game away.
Shadowgun’s problems damage the experience for me; I won’t lie. Of course you may not encounter everything I did either, which I would be happy for. Yet regardless of what issues affect who, Madfinger still produced a very good third-person shooter for phones and tablets that probably knows no equal right now. The action maintains your attention well enough, and Unity really makes the game beautiful on whatever your screen may be. The price is acceptable on both platforms, so by all means invest on the one you have.
Average Score Scale: 7.5 (+/- 0.5) out of 10
Personal Final Score: 7.5/10 (Neutral)
Reason for +0.5 Inflation: Shadowgun doesn’t lag on your device.
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