Shadow Watch is one of a couple of small 2D turn-based games (alongside ruthless.com) released by Tom Clancy’s Red Storm studio around 1999. In a way, it’s a turn-based equivalent of Red Storm’s flagship Rainbow Six shooter franchise: a squad-based tactical game with roots in X-COM and Jagged Alliance.
Compared to those predecessor games, Shadow Watch has a limited gameplay palette: There are only six characters available to play. There is no inventory management, no metagame outside of leveling up, and relatively few character stats and skills. Since these back-of-the-box bullet points didn’t stack up so well with the rest of the genre (however stagnant it was in 1999), Shadow Watch received a few weak reviews. But one reason I wanted to do this AAR is that I think it stands a lot taller today, when 3D graphics are no longer the new hotness and a substantial market (especially on PC) has embraced an indie-spirited less-is-more sensibility.
And anyway, Shadow Watch was not merely cookie-cuttered out of the thick wad of dough that is X-COM’s sweeping strategic gameplay; it offers its own (perhaps modest) selling points and unique elements:
- Slick graphic-novel inspired artwork (commonplace now, but rather striking then)
- Randomized campaign, adding a touch of rogue-like flavor
- Eight mission types, with varied objectives
- Character-specific skill trees
- Stealth mechanics
The thing Shadow Watch is really missing to make it unreservedly a classic, in my opinion, is simply more content. There are three regions in the game, each with a handful of static maps. These are procedurally populated by enemies, but the layouts are like the voiceovers in a Fallout intro cinematic: they never change. More levels, level variations, enemy types, and new mission types would all be welcome. And although I appreciate the focus provided by having only six characters, it would sure be awesome to have that roster expanded just a little.
It’s also necessary to say that the UI is only serviceable at best, and conspicuously avoids all methods of moving and shooting by selecting map squares (which had long been standard in isometric games like X-COM). We’ll talk more about the UI as we get into the game.
I don’t want to belabor the start of gameplay with too much more introduction, so let’s get started and we’ll address other talking points as we play.
Shadow Watch allows you to play single missions in any of the maps, with any enemy group, and train your characters up however you like beforehand. You get scored on your performance and can—you know what? Let’s be honest: The way to play this game is through the campaign. So let’s start a new campaign.
The frame of the story is really kinda goofy. You’re highly trained commandos who work, not for a government, but for a corporation–the corporation leading a global effort to build an international space station. Why do they need commandos? How can they justify killing, stealing, and exploding things around the world for the sake of a space station? I guess the goal of taking humanity to space was supposed to be an admirable goal of existential import for humanity, an end that justifies some questionable means. Or it just happened to be the plot of the next Tom Clancy novel. Anyway, you feel a little scuzzy doing a corporation’s bidding, even if you’re always taking out armed criminals, fanatics, and revolutionaries. All that said, the backstory is fairly easy to wave away. As you’ll see, the narrative design is more about tying together missions than providing emotion, motivation, or theme.
My campaign is going to start in Rio de Janiero. The three regions of the game–Rio, Hong Kong, and Kazakhstan–are shuffled at the beginning of each campaign and you’ll complete one before moving on to the next. The overarching story of each region is always the same. In this case, the corporation’s facilities in Rio were the site of a protest that turned deadly when police arrived to break it up. I’m there to investigate the meaning of the protests and reprisal. This will always be the story in Rio, but from there, the story can go in all kinds of directions.
The first crucial determinant of the story is who my starting contact in the city is. There are half a dozen different characters in each city. Sometimes they might be allies, or informants, victims, or villains, and it’s a pretty neat trick that the dialogue manages to accommodate all these scenarios.
This time, I’m meeting with the chief of police, Tonaverron.
I get a dossier on Tonaverron which describes him with some finely-drawn details. And I get his opening description of what’s going on, as well as a few dialogue options. Tonaverron says the protests are irrelevant to the corporation’s mission; they’re just some fanatics looking for attention. I ask the obvious question: Why did this one turn violent?
There are no right or wrong responses. What the responses do is steer me toward different mission types. The dialogue isn’t gameplay, it’s a kind of colorful randomizer with the happy illusion of player agency. Once you realize this, you may be perfectly happy to click through it until you get your random mission. But if you do, you will miss some nicely crafted text. The writers have a facility for capturing their characters’ voices.
Tonaverron says that the violence was staged. The protestors, part of a religious organization called the Order of Light, started throwing rocks at police and provoked the deadly response. And he drops the detail that someone associated with my corporation has been paying off the Order, maybe to stir up trouble. My response: “Excuse me?” A-baking powder?
Oh, yeah, Tonaverron says, the Brazilian Minister of Space has been sending money–the corporation’s money–over to the Order of Light for awhile. He launders it through his restaurant. Tonaverron suggests stealing back the cash in the restaurant’s cash box to “get his attention.”
And that’s how my first mission ends up being a Raid on a Rio restaurant, guarded by the Brazilian Space Agency.