I find myself in a weird position. Had you asked me what I thought of Technomancer at the start of my fifty-hour run, I would have called it a clumsy collection of rage fuel.
After being introduced to the harsh new world of Mars, you graduate to the rank of electric-welding super soldier. You are now one of the elite protectors of your cyberpunk city which, in keeping with strict cyberpunk laws, is called a corporation. Your induction calls for you to visit an ancient ruin constructed by the first settlers from Earth, to learn the secret of your new order. The only problem is that pesky raiders have infested the site, looking for stuff to steal and sell on the black market. Their presence shouldn’t be a problem, though. They’re low-level thugs and you’re a badarse warrior who shoots lightning from his fingers. So you’ll likely swagger into the ruins, looking forward to a series of easy fights designed to ease you into the experience. Your death is swift and brutal.
There’s little you can do to prevent this outcome. You’re accompanied by your mentor and trainer, who isn’t a rookie like yourself, but a veteran Technomancer and survivor of many front-line wars. He’ll get slaughtered, too, mainly because you’ll be using him as an ineffectual meat shield while you fumble around with combat. And here’s the weird bit about that combat: it’s not like it’s broken. It’s always a clumsy but perfectly viable system, once you build up some levels and bulk up some traits. But early in the game, you’re left to flounder and die.
There are three distinct styles you can swap between mid-battle. They all borrow from that wonderful industry trope where sci-fi games set in universes capable of intergalactic travel still fight with medieval weaponry that’s been blinged up a bit. It’s made clear that the preferred weapon of your faction is the staff, which is certainly the more visually impressive fighting style, letting you flip around like a lunatic between combos which, at this stage of your training, are far too easily interrupted. If you want to harden yourself up, you can go in for the option of a whopping great metal shield complete with futuristic bludgeon, which gives you some reprieve from the endless onslaughts you face. Or you can do what I did, decide bugger to all that and pick the dishonourable style that gives you a poisoned knife and a handgun, letting you stand back while your teacher is beaten to death and you plough half a dozen weak bullets into people’s faces before your worthless sidearm overheats.
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Staff review by Gary Hartley (September 24, 2016)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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