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by Red Storm


Snapshot
Ups: Easy and fun to play, stylish looks, high replay value. 

Downs:  Flat color and 2D--just like comics.  No multiplayer.

System Reqs: Pentium-133, 32 MB RAM, 4X CD-ROM, SVGA w/ 2MB.

The premise of Shadow Watch is intriguing; eye-catching turn-based action that features a narrative driven by a unique interrogation interface.  And of course the first thing that anyone notices about this game is the stylish graphic novel visuals. The comic book style is a bit risky, but pays terrific dividends in atmosphere.

Shadow Watch's campaign takes place in the three cities of Rio de Janeiro, Baikonur, and Hong Kong and involves uncovering a plot to prevent the construction of an international space station. There are three possible subplots for each city, and although each starts with the same event, the game will offer up new contacts and open up new paths through the missions. Each subplot has 25-30 missions but you'll move on to a new city after completing five missions. Shadow Watch keeps track of the paths taken in each campaign played and will make sure that no plot lines or scenarios are repeated until all the permutations have been exhausted. The replay value is further increased by the fact that the three differing factions in the cities will be shuffled around.  One will be friendly, one will be neutral and the last will be openly hostile. Because this is changed throughout the campaign, you'll never really know whom to trust.

At the beginning of each scenario, you'll have the chance to interview at least one suspect in the city. This interview leads to one of at least six separate missions. Completion of the mission leads to one or two additional branches of inquiry. These lead to more missions that in turn lead to more investigations and so on. Once you've run five missions, you move on to the next city and ultimately to the final game mission.

The investigation portions of the game are nicely done. You meet contacts, get all sorts of info, and plan the next phase of your operation. Faction and character dossiers are provided to give you the proper context for your conversations, but keep in mind that the roles of the characters and factions will change from campaign to campaign. After a brief introduction by the contact, there is the choice of three responses. This prompts another dialogue for which you will have two new responses which results in six separate endings to any investigation. How you deal with your contacts will determine not only the next available missions but also the shape of the plot as whole.

There are 6 different locations in each city for the missions, from a cathedral to an electronics factory to a town hall. There are plenty of different experiences on the same maps as the eight separate mission types keep things from getting monotonous. The compact, one-level maps are impressive; each map presents differing tactical options that demand a variety of approaches. More often than not  you will be setting up situations where enemies wander into your firing arcs rather than simply rushing into rooms and in a killing frenzy.  Though you can march in with guns blazing on the assault missions, you'll want to keep things more subdued during the theft and surveillance missions. Occasionally you'll also have to hold off enemy assaults or kidnap specific individuals.

One of the small shortcomings of the game is that you'll lose the entire game if even one of your characters is killed or if you fail to meet the mission objectives. And the enemy AI is good enough to make this a real possibility.

Missions are a lot like a simpler version of X-Com and the simplicity works; the whole game runs with a few intuitive hotkeys. The combat system is designed so well that you'll be playing the game without having to make reference to the manual after the first few minutes. Each character has a certain number of action points and a certain number of morale points. The character with the highest action point total acts first and can allocate points by moving, firing, opening doors and a whole host of other activities. For every traumatic event that occurs, nearby players have their action point total raised temporarily. If the action points exceed the morale points, the character panics and can no longer be controlled until their action points fall below their morale points.

Each character has unique abilities and is visually distinct as well; individual identification is quite simple. Archer is the leader and his ability to influence morale and initiative are extremely important. Lily, the martial arts expert, is good at killing people silently. Bear is the point man. He can absorb a ton of damage before he goes down and his shotgun makes short work of anything in his way. Maya the sniper delivers devastating shots but is limited in movement. Gennady is the sensor man, and although he has no weapon, his ability to detect enemy presence through walls and closed doors makes him a valuable member of the team. Who you pick to take on the missions is critical; Rafael and Bear tend to kill lots of people at full volume so they're best for straight assault or defense missions.  On the other hand, Lily and Gennady are better used when you're trying to avoid detection on theft or surveillance missions.

As your characters gain experience, you'll be able to train them in new skills. Archer's skill set deals primarily with morale bonuses. His Go-Code skill allows all of your characters to get an extra turn in which the enemies can only dodge and cover. Maya gains the medic skill, which will save your hide in some of the more unforgiving missions. Rafael gains access to different types of grenades and can even learn to blow up doors so effectively that anyone standing on the other side is taken out as well.  If trained, Gennady can locate objectives and guards at the very beginning of the mission and can also learn to pick locks. The skill trees offer nine unique skills for each of the characters and although a few are ineffective, most are extremely useful.

There are those that will say turn-based gameplay and comic book graphics will never compete with real-time, 3D games.  If you agree with this position then Shadow Watch isn’t for you.  If, on the other hand, you’re looking for a thoughtful, stylish, and elegant gaming experience, give this entertaining tactical-combat game a try.  Shadow Watch is a very pleasant surprise that offers ample enjoyment and replay value.

--Al Wildey