![]() Switching weapons and reloading is a simple tap away. There are no evasive moves like rolls, and much like in Gears of War, Slade is a noticeably slow runner. Tapping forward causes Slade to leap over it, and tapping back moves him out of cover. ![]() To take cover, Slade simply runs up to an obstacle. Controls can be sticky or over-sensitive in equal measure, though this is more likely due to the touchscreen than the game itself. The controls are intuitive, using the standard dual-stick configuration: The left side of the screen moves Slade and the right side moves the camera. The game does have an annoying glitch that causes it occasionally to crash with no warning. The frame rate is impressively solid, even with multiple enemies on the screen. ![]() The character models look great, the levels are sharp and detailed, and while the game is largely a corridor-based shooter, the gorgeous backgrounds provide a grand sense of scale. While Unity doesn’t get that much attention in console or PC games, it can clearly compete with the Unreal engine in the mobile arena. First, the use of the licensed Unity 3D engine is stunning. As a first effort to create something that brings a real console experience to the iPhone and iPad, however, there’s still a lot to like. It’s not hard to trace every single aspect of Shadowgun back to another game (or many other games). There’s clearly not a lot of emphasis on creativity here. Unlike the team-based Gears of War, in Shadowgun Slade goes it alone, with only the voice of his ship’s female AI to help guide him. Slade is a wisecracking, muscle-bound, armored brute of a man and Simon is the standard-issue mad scientist performing horrible experiments on people. Simon, a rogue scientist for Toltech Enterprises. Players take the role of John Slade, a mercenary in 2350 tasked with recovering Dr. Shadowgun looks, acts, and plays largely the same.
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