Eurogamer: The precision advantage of mice is limited by the aiming reticle's accuracy varying as you spin around - meaning if you completely spin in a way that only a PC owner can, your exactness will be momentarily shot, so preventing Quake-3-esque spin-and-railgun-headshot brutality. Thankfully, since many PC games do this anyway, it doesn't feel too artificially alien. With a little autoaim, at most mid-range encounters and the importance of the magical powers, they're competing on a more even field. It's only at the closest range weapons - Katana and shotgun - are the faster turns going to give a real edge. Gamespot: Shadowrun is the first game to allow Xbox 360 and PC users to play on the same servers. The game seems to work just fine on both platforms, and there's almost no indication that a player is using a PC or a 360 to play. Rather than limit auto-aim to just the 360 or to controller users, as the Vista version of Halo 2 did, Shadowrun gives a little bit of it to everyone, which is, of course, pumped up with the addition of the SmartLink ability. This might frustrate PC mouse-and-keyboard users, as it feels like your aim is being taken out of your hands a bit; and if you've been playing PC shooters with any regularity, you probably don't need the help. But regardless of how weird it can feel, it does at least feel balanced. TeamXbox: Ultimately, Shadowrun is frustrating, mainly because the only thing keeping the game from being great are several glaring flaws. There's simply not enough meat here to keep the attention of fickle gamers, as the limited number of maps and gametypes will get old fast. Still, the game gets much more enjoyable the more you play, particularly if you have a solid supporting cast around you. Hopefully Microsoft will support the game with downloadable content and improved servers, as this could be one of those games that gains momentum (particularly once the Halo 3 Beta ends). As it is now, Shadowrun is full of potential, but will it ever be realized?