The Technomancer (PC) review
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 shouldnít be a problem, though. Theyíre low-level thugs and youíre a badarse warrior who shoots lightning from his fingers. So youíll 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.
Thereís little you can do to prevent this outcome. Youíre accompanied by your mentor and trainer, who isnít a rookie like yourself, but a veteran Technomancer and survivor of many front-line wars. Heíll get slaughtered, too, mainly because youíll be using him as an ineffectual meat shield while you fumble around with combat. And hereís the weird bit about that combat: itís not like itís broken. Itís always a clumsy but perfectly viable system, once you build up some levels and bulk up some traits. But early in the game, youíre 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 thatís been blinged up a bit. Itís 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 peopleís faces before your worthless sidearm overheats.
If you enjoyed this The Technomancer review, you're encouraged to discuss it with the author and with other members of the site's community. If you don't already have an HonestGamers account, you can sign up for one in a snap. Thank you for reading!