I played the demo for Shogo, and the engine itself was pretty
impressive. There was a certain amount of lagging for quick, sudden mouse
movements on my machine (a P233 with 128M RAM and an Orchid Righteous 3D
card), but on the other hand, the turning was very smooth, as was all
animation. Effects provided a visual feast of eye candy, and I only hope
everyone has enough computing power to appreciate them.
There were a few sticking points about the game/demo itself. I found
it rather odd that there were weapons in the demo that you could pick up,
but couldn't actually use, because they're "not available in demo"
(for example, the assault rifle). Why are they even there at all? And,
as a gun guy, I found the misnomer applied to the "machine gun" rather
amusing. The person who devised these weapons doesn't know the difference
between a machine gun and a submachine gun? I may not expect the average
joe to know the distinction, but if you're putting together a game based
on weapons, you may want to do a little research (beyond just playing
Quake II, which made the same silly mistake... that puny little
thing is not a machine gun).