Retro Gaming Magazine Jan. 2014 | Page 16

Shadowrun by Sega Sega Genesis—1994 Words by Michael Crisman Sega geeks the opponent. Welcome to Seattle, Washington. The year's 2050, the mega-corporations control everything, and the most exciting (and dangerous) way to make a living is to be a Shadowrunner. Part mercenary, part hacker (and completely insane, truth be told), 'runners handle the dirty work of industrial espionage, theft of secrets, and even kidnapping and assassinations for anybody with the Nuyen to pay. Physically wiring their minds up to the internetlike global communications network known as the Matrix, Runners become virtual gods in the world of cyberspace, and the exploits of some 'runners are legendary (even if the stories have outlived the legend him- or herself). Based on the best-selling cyberpunk pen and paper RPG from FASA, Shadowrun came to both 16-bit systems courtesy of two different development houses with two different ideas on how they should tackle this world of covert ops and backstabbing. But only one can jack out unscathed when push comes to shove. Tabletop gamers flocked to the Shadowrun RPG for its grim and gritty setting, where life is cheap and the