The Technomancer PS4 Review
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Patch Version: -- 1.04
The Technomancer opens with a cutscene detailing the struggle that is life on Mars. Explaining that since the Turmoil there has been unending wars, all of them fighting over the one resource prized above anything else. Clean water. The unfolding scenes then cover what humanity has become since Earth abandoned them: the unfortunates, forced to mutate having been caught in the sun’s radiation. Everyone else, having remained similar to the ancestors of Earth because they were sheltered in massive metal shells, governed by water corporations, living out their lives in different districts and factions, overseen by rulers, politics, and religious fanatics.
Don’t get me wrong, there’s still enjoyment to be had out of it, especially when you get to a point where combat really opens up, (if you have the patience to reach that point that is) but as I said in the beginning of this review, unless you’re a gamer that likes their games punishing rather than balanced, then I would advise saving your money for other better implemented ventures.
The Technomancer opens with a cutscene detailing the struggle that is life on Mars. Explaining that since the Turmoil there has been unending wars, all of them fighting over the one resource prized above anything else. Clean water. The unfolding scenes then cover what humanity has become since Earth abandoned them: the unfortunates, forced to mutate having been caught in the sun’s radiation. Everyone else, having remained similar to the ancestors of Earth because they were sheltered in massive metal shells, governed by water corporations, living out their lives in different districts and factions, overseen by rulers, politics, and religious fanatics.
It is then that we are introduced to the elite
protectors of the people, the spearhead of the army, a group who all share the
same special gift. The Technomancers….
Having chosen the appearance of my character, the menu
allowing me to alter the look quite extensively; facially at
least, interestingly it then presents you with a talent menu with one point to
spend in it. I choose the stealth option. Always a good
choice I think. The other options at this point having been:
Traps/Lock-picking, Exploration, Crafting, Science and Charisma; all of which
having a detailed explanation as to what they do.
Confirming my choice, it then moves me to another skill tree called Attributes, again, with 1 point to spend. This menu consisting of four options to choose from: Strength, Agility, Power and Constitution. Again, each with a detailed explanation of what they do, but with little information other than the fact I’m a Technomancer, I choose power. An interesting start.
Confirming my choice, it then moves me to another skill tree called Attributes, again, with 1 point to spend. This menu consisting of four options to choose from: Strength, Agility, Power and Constitution. Again, each with a detailed explanation of what they do, but with little information other than the fact I’m a Technomancer, I choose power. An interesting start.
Once I confirm this choice, another cutscene then
begins detailing that I’m about to embark on the last part of my
training. The character in front of me, introduced as Scott, handing me
some ingredients to upgrade my gear before leaving.
It is now that I gain control of my character for
the very first time, and my first objective is to leave the dormitory. However,
I’ve not walked ten steps before I’m presented with another menu. This
time a workbench. It gives a brief introduction on what the
workbench’s purpose is, but gives no tutorial on how to use it.
Having muddled through and upgraded my weapons by
adding modifications to certain free slots on my weapons, I then leave the bench and move
on. My first thoughts so far? Not good. I’ve spent
more time in menus than I have in game.
Dampening my opinion further is the fact the game also appears somewhat graphically washed out. I tried to adjust the in game brightness, but it seems to
be a choice between fixing the washed out look, vs the game appearing way too
dark. I move on.
The next cutscene is where I meet my master, who
tells me to prepare before moving out. This cutscene quickly
followed by a set of optional tutorials that guide and explain to me how combat
functions. I like it. It takes some getting used to, but the
combat system seems fluid and I can see this working well.
The next cutscene is interesting as it seems to
suggest that I have dialogue choices; these choices changing the proceeding
scenes it seems. Out of pure curiosity I loaded a save for this
first choice and watched both. Though the eventual outcome is the
same, there’s certain aspects to the cutscene that changes. I don’t
think it matter which you choose due to this, but the fact you have options is
well received.
Having arrived on the surface of mars, (I assume the
atmosphere is safe to breath considering neither of us have masks on) we
proceed down towards a large dome. On route I’m given some tutorial
basics on movement, followed by a lesson on life; my master then
instructing me to disable not kill the looters. Sadly, this seems to
be an after choice, because combat only renders them unconscious. A
neat trick considering I was stabbing them with my knife?! The game
then explaining that to kill, if you choose, you must drain them for
Serum.
However, it doesn't tell me the price of doing this, nor what serum is so I'm reluctant, especially so since my master's warning. I loot them though; their bodies being highlighted with a little glow indicating that I can.
However, it doesn't tell me the price of doing this, nor what serum is so I'm reluctant, especially so since my master's warning. I loot them though; their bodies being highlighted with a little glow indicating that I can.
Having defeated the next group, noting that taking
damage from enemies is ill-advised because they hit bloody hard, I’m then tasked with
bringing up the map to see where my next objective is. The map is
clean, easy to read it seems at first glance, and also allows me to rotate it 3-dimensionally, as well as zoom in and out.
Having completed the objective, I return to my
master, who then instructs me to take a more stealth-like approach for the next
group of enemies. This being done with a simple press of the R3
button, which alters the colour tone of the game along with putting me into a
crouch like stance. Oddly though landing a stealth attack does not render the target unconscious. It just takes off a portion of their health. I immediately regret spending a skill point in stealth for a start, and then think what use is stealth then?! In Technomancer's defence, stealth takedowns will completely knock out an enemy eventually through upgrades, but still... a stealth take-down is rather a universal concept in regards to what it should do, or should I say what a player should expect it to do. So the fact it doesn't do this at base level seems absurd and completely against the grain.
As well as this oddity, adding to my frustration is that the next set of encounters are a lot harder than what I was expecting. And I say this because I take massive amounts of damage
from range attacks for one, and when you match that with their melee hits doing huge amounts of damage too, my first few attempts see me getting killed regardless of what I try to do. Dodging and disrupting their attacks seem to
be key it seems, but I'm spending more time doing that then attacking. This having the effect of making the fights take longer than what could be considered enjoyable.
Eventually I get lucky and defeat them, but it’s not long before I encounter the first group of none-human type enemies. Thankfully they seem easier to dispatch than the human types, whilst still posing a threat at the same time if you drop your guard. Best way to describe them. Bugs. Big bugs.
Eventually I get lucky and defeat them, but it’s not long before I encounter the first group of none-human type enemies. Thankfully they seem easier to dispatch than the human types, whilst still posing a threat at the same time if you drop your guard. Best way to describe them. Bugs. Big bugs.
Eventually we arrive at a video console that displays
a holographic account between a doctor and a patient. The secret I
uncover is a surprise to me as it seems it is to my character.
Before long though I’m face-to-face with a very
different type of threat. A boss fight. And it is
painful… very!
Initial Impressions
There are games that are meant to be hard, punishing in fact; games like Dark Souls for example. Games that attract a certain type of gamer. A gamer that enjoys brutal encounters where a few wrong moves will end your snivelling existence faster than you can blink, what's more, severely punishing you for it while it laughs in your face! I applaud these crazy-ass gamers, these patient elite!
However, Technomancer isn't...let me repeat...isn't meant to be one of those games, at least it does not sell itself as one! Yet the first two hours for me were horrific! Why? The story sets you up to be this elite defender of the people, a Technomancer of the highest degree; a practitioner who can channel energies and unleash it for devastating effect. Admittedly you've just graduated from the academy, but when some common 2-bit thug can reduce chunks from your health so easily that you begin fighting the urge to throw your controller at the monitor, you start questioning yourself:
Is it me? Am I just utterly rubbish at this game?
The answer? No! --No I am not. And why? Because I've learned the subtle and powerful art of disruption. Something that if you time right can not only interrupt your enemy but knock them off balance leaving them vulnerable, but also to dodge, to dodge more than attack.
So what is the problem? Well, the game just did not iron out its core systems in relation to how they interact with one another. It lacks the very things that games before it have chiseled and refined. Sure, occasionally a game will challenge that norm, but Technomancer isn't challenging anything. And the worst thing about this is, Technomancer does so many things right from an RPG standpoint, what's more is actually rather complex, perhaps a little too complex too soon, but clearly a lot of thought went into the designing of certain elements, so much so that there's plenty of features that makes Technomancer a very in-depth game.
The most intriguing being the combat system, which, when you get to grips with the different stances that not only change your weapons, but also alters how you move and attack, is actually rather good. The sweeping and majestic combat animations being equally superb. Match this with your Technomancer abilities and you'd think you'd be unstoppable!
So what's wrong with the initial two hours?
Firstly, your health. It doesn't recharge in combat. A fact that is perfectly fine, but... when games do do this they normally allow you to heal or break from combat in someway. In Technomancer's defence, it does just that. Problem is, the healing mechanic is not instant, and it can be interrupted by enemy attacks. What's worse is that when this happens, you lose one of your healing serum devices and gain not a lick of health. And these healing devices are not easy to come by either. Sure, you can buy them or craft them, but that costs money. And you don't seem to acquire much currency; at least not in the first two hours.
You can of course break from combat; the A.i sadly just waltzing right back to where they are in a very gamey manner, but certain missions do not allow even this, and it's these that I fear the most because to die is such a repetitive set back.
You can of course break from combat; the A.i sadly just waltzing right back to where they are in a very gamey manner, but certain missions do not allow even this, and it's these that I fear the most because to die is such a repetitive set back.
The other problem with combat is that there doesn't seem to be any crowd control mechanics, and after the initial intro portion of the game is over you start facing groups of enemies ranging between 2 up to 6 at a time, and like I previously mentioned, they hit pretty damn hard. Three to four hits and it's game over.
Normally in this situation I tend to think that perhaps I'm trying to run before I can walk, and that the content is too high a level for my character to be attempting, but again, the game has no mechanics to highlight if the enemies are too high or the missions will be too hard. And once you get locked into a mission, if it does turn out to be too hard, the only way to get around it is to reload a checkpoint before you started said mission.
Queue the next problem. There's autosaves, but not enough, and if you don't learn to manually save and save often, and I mean often! Like in-between-each-wave-of-enemies often, whilst still being on the same mission, often, then you risk dying and having to start the whole thing again!
But even if you do roll back to a previous save, Technomancer, apparently being an 'open world game', does not seem to offer you much in the sense of randomly spawning enemies to kill, at least not in the first two hours. Don't get me wrong, there's optional side quest content of course, but at least half of these have seemingly thrown too many enemies at me than I can currently handle as well. I even tried switching the difficulty down from normal to easy since the menu system suggests you can do this. However, the difference in the difficulty settings is margin-able at best. So much so there's hardly a difference., which infuriates me more.
Oh wait, I also forgot. Companions! You get two companions in the first two hours too, and... it looks like you will probably get more as you progress; only two being allowed active at a time.
And I know what you're thinking: “What are you moaning about? 3 vs 2/6 enemies should be easy?” But wait for it... you cannot command them or send them into combat first. Nor can you focus their fire. They go in when you go in and target whatever they want. It eventually sorts itself out, albeit messily, but their health is equally prone to damage as yours is. The only thing you can control is how they will engage when they are in combat: defensively or more aggressively.
I'm frustrated, very! However, saying all this, I can't help but wonder: if I persevere and hold on a little longer; level up the skill tree, talent tree and attribute tree a little more; gear up my character and that of my companions... will there be an amazing game just hiding in this very, very...very tall grass?
We will see...
Overall Verdict.
I’m a firm believer that games should be challenging whilst still being fun regardless of what point in the game you are at. Let it be the opening few hours, the middle or the latter stages. All of it should be fun and engaging. This isn’t easy to do by no means. It’s tough to balance, and a large selections of games fail, and sadly, Technomancer is one of those games.
And he’s why. It took me 10 hours to get to a point where the combat encounters were not frustratingly punishing. And the reason for this is a simple one. Technomancer throws too many enemies at you before you have skills and abilities to combat large groups. Let it be from AOE damage or locking enemies down with crowd control. Further to this, enemies hit very hard; range attacks taking insane amounts of health from you in fact. And even if you master dodging or disrupting, a few mistakes can see you taking multiple hits that drop your health in seconds! This then forcing you to reload a checkpoint and start again. This in its self being soul destroying if you had fought your way through multiple waves prior to dying. This all being made worse because any XP you earned during this time is taken away. So there is no: ‘well, eventually if I keep trying I’ll get stronger,’ system here to save you.
Due to how harassing the initial hours of Technomancer are, I imagine very few will have the staying power to muddle through. A fact reinforced if you look at the achievement stats for players having played Technomancer, to those having completed it given it’s been out almost a year now. In fact, you only have to look at the chapter stats to see a very quick and steady fall. 70% for the prologue down to 30% for chapter 1!
However, when or if you reach the point in which combat becomes fun, it still remains a challenge because a few wrong moves can still see your health being torn from you. It’s just that punishing regardless of your level. (In that regard they got something right.) So you still have to time and study your enemies well, attacking, dodging or disrupting when the moment calls. But master this, along with knowing which stance to be in and when, then combat becomes very fluid and majestic, making the experience feel very diverse.
Another positive aspect to Technomancer is that there is great diversity for specialisation. You gain a skill point for every level. A talent point for every four, and attribute point for every 3. And though there is no level cap, per say, upon reaching level 37 you will gain no more skill points. Further to this, you also stop receiving attribute and talent points at 36. So maxing your skills, attributes and talents is not possible. So picking them wisely is advised. Sadly though there did not seem to be any way to re-spec or reallocate your points. So again, let me stress, choose wisely in how you spend them.
There is however a glaringly bad problem with all of this, and that’s the fact that the warrior stance is the most fun by far and best suited for large groups of enemies due to the sweeping style of AOE based attacks it does. And if like me you pour all your points into the Technomancer skill tree as well, because let’s be honest, you’re playing as a Technomancer, why would you not? This then renders the other two stances practically useless in the latter stages of the game due to them doing hardly any damage. A point made worse, because even if you do attain better weapons for those stances, you won’t be able to equip them as they require the correct attribute level. And considering you only have 12 points to spend on attributes, and it takes 5 points to max out an attribute path, you’re obviously going to max the paths that match your skill paths.
Within each skill though, as well as improving aspects to your character’s stats in relation to the stances, you can also unlock new moves and abilities for said stances. Using them is simple, either in or out of combat as they then appear in the R1 menu, which slows down time when open. You can also equip four of the ones you use the most to your quick select menu, which uses the face buttons (Triangle, Square, Circle and X), which are the same buttons you use to select what stance to fight in. The function of each button though dependant on whether you have the LT or R1 button held down at the time of the press.
Once you get used to this system it actually feels rather fluid and easy to use when in combat. The system making combat feel all the better because it really does give you a sense of strategy and choice. Technomancer far from a button mash experience for sure, and I like that about it immensely.
As mentioned, as well as the skill trees, there is also a Talent and an Attribute tree. The Talent tree influencing everything from character responses during dialogue moments, to crafting, locking picking and even stealth.
Whereas the attribute tree ties in directly to your stances, influencing the damage you do, along with other stat altering characteristics, but more importantly deciding which weapons and items of clothing you can use. This means, that however you spend your skill points, you will most certainly want to spend attribute points in a corresponding manner as previously stated earlier in this review.
In regards to your Technomancer abilities, these work regardless of which stance is active and are tied to a fluid focus bar that recharges in and out of combat after being depleted.
In the start you have 2 slots, but this can be upgraded to four eventually.
However, certain Technomancer abilities, such as electrifying your weapon for more damage, or erecting a shield to increase your defence for example, will use up a slot each when active. So you have to balance which you use and when you use them. By far though the Technomancer tree path has some amazing abilities in it, and anyone playing should definitely spend points in this skill path for sure.
In the start you have 2 slots, but this can be upgraded to four eventually.
However, certain Technomancer abilities, such as electrifying your weapon for more damage, or erecting a shield to increase your defence for example, will use up a slot each when active. So you have to balance which you use and when you use them. By far though the Technomancer tree path has some amazing abilities in it, and anyone playing should definitely spend points in this skill path for sure.
Technomancer also has a rather varied equipment system. There was plenty of choice in what I could equip, but it fails as core system and feels limited as you can only equip items if you have the corresponding attribute level for said gear. I really did not like this restriction to be honest, and even though you can share any and all items with your companions, they too share in this attribute restriction.
In Technomancer's defence, this restriction does make sense on paper at least. It’s no different to a game that allows you to play as a rogue, which then limits you to rogue only armour. The reason it does not work and is problem in Technomancer however, is though you can specialise in a stance, you can still use the other stances. But if you cannot really gear up your character for the stances you didn't specialise in, those stances become less appealing and less effective to a point where they are practically a hindrance in combat because they do so little damage.
Another aspect I disliked was equipping items. It felt like a chore to be honest, primarily because the interface is really primitive and tedious. Basically it requires you to pick a gear or weapon slot first, and then opens another menu for that chosen slot. If you want to swap to another, you then have to back out and select it. This in itself is not terribly bad, just tedious like I said. The problems comes however when you want to also check your companions and equip them while trying to gear up yourself, because the tedium is magnified. This is further made worse because you can only assign gear and weapons to the two active companions, making the whole system of managing your team feel cumbersome and sluggish.
Technomancer’s also has a crafting system. The first function of this allowing you to construct health and focus potions and also traps, but also serving to allow you to upgrade gear and weapons by slotting in modifications that increase certain aspects of the gear or weapon when being used. This menu and system on the whole is easy to use and makes sense of when you get to grips with it, but where it falters is the upgrade levels of the modifications themselves, as it’s not really made clear as to how or where you attain the next set of plans from.
Turns out that these can be simply purchased from certain vendors. Problem is, none of the vendor’s when hovering over them in the map menu detail what they trade in. They all just read as vendor. This means you must hoof it to each one and find out what they sell.
For those who are into their min & maxing, Technomancer does have a rather detailed stats menu though. This not only tracks your stats, but also your companions stats as well. The menu giving you everything from: a breakdown of your stats relating to each stance, along with active companion stats, your consumables and their effects, and also a reputation breakdown that details your Karma along with your relationship with the cities you encounter. All this being clear and well presented.
Story wise, it’s a mixed bag. The production level is not that great for one. There’s cutscenes aplenty, sure. These all being fully voice acted, but the facial animations are practically none-existent, match this with the lip syncing that is very basic to be fair, and what you are left with is a very sub-par experience.
This is made worse because Technomancer extremely subtly sells to you your motivation. And as a result, the story comes across as one that just happens and you react too, which is fine in itself, but it fails to sell you any sense of urgency, nor keeps you on the edge of your seat.
This is further compacted, because the main premise of the story seems to be keeping the secret that the Technomancers have kept for generations, a secret from those who are not within their order and would see your demise. (A secret you learn at the start) But then when the end does come, though this story plot is resolved, another factor is thrown into the mix that barely gets mentioned as a plot driving pillar. And as a result, though it is shocking, it fails to be as impactful because it was never truly set up.
This is made worse because Technomancer extremely subtly sells to you your motivation. And as a result, the story comes across as one that just happens and you react too, which is fine in itself, but it fails to sell you any sense of urgency, nor keeps you on the edge of your seat.
This is further compacted, because the main premise of the story seems to be keeping the secret that the Technomancers have kept for generations, a secret from those who are not within their order and would see your demise. (A secret you learn at the start) But then when the end does come, though this story plot is resolved, another factor is thrown into the mix that barely gets mentioned as a plot driving pillar. And as a result, though it is shocking, it fails to be as impactful because it was never truly set up.
All the missions though, including all the side content, are fully voiced, and considering how much side content there is, this is impressive. However, it should be pointed out, that if you are a gamer who does not like to do side content; a gamer who just ploughs through the main storyline, then this game is not for you. You simply won’t be able to progress because you won't be strong enough to beat certain encounters.
In regards to the missions themselves, this sadly is another sour point because the game suffers from being a from-pillar-to-post game. Made worse because the twelve locations the game is set in practically look very similar environmentally. There are only three which are completely different. This all made horrendously worse because the game is screaming out for a decent lighting pass! It’s so under lit it’s crazy. You have a torch, but it is laughable in strength. So much so there were times that the cutscenes and locations were that dark I could hardly see what was going on.
It should be stated that you can of course adjust the brightness, which to be fair does elevate this problem, but the shades of black then become very washed out, which ruins the game graphically, which is shame, because for the most part the game holds its own. Some areas looking actually rather good, albeit extremely samey.
Another problem with the missions is that the quests are not very intuitive, you will often find yourself with a marker over an area, yet with no clue as to what to do, or worse, the NPC required to do the mission won’t be there due to some other reason with no explanation. This normally being the case because an unmentioned perquisite has not being done. In such circumstances it’s best to try talking to every NPC nearby, and if that fails, do some side missions. Odds are there’s a side mission blocking a main mission. You'd think these would be highlighted, right? They are not.
There is also no in game tracking medium, so if you forget what you were doing, you have to either bring up the map and manually move your selection over a marker to read it, or open up the mission log and read it there. This in itself becomes dull and detracts from the immersion because the second you get a new mission, the first thing you do is bring up the map to figure out where you have to go to next.
Yet another sour point to mention, is often completing one mission will fail another. This being by design it seems. Problem is, Technomancer fails to distinguish these missions or call them out as such leaving you puzzled when it happens. As such, you get no sense of choice, and often will be left wondering: 'had I have done that mission first, would I have been able to complete it?'
Another issue regarding the missions, is that Technomancer tasks you with going over your own footsteps so many times it becomes laborious! This made even worse because there is no randomness to the world encounters. The same locations will play host to the same exact enemies in precisely the same exact spots! The human elements do get harder, but still, when you have a mission that tasks you with going back to Ophir for what feels like the thousandth time, a part of you will die inside.
Technomancer does have mini boss and boss encounters throughout the game though, which normally involve massive beasts or large number of human enemies. The most rewarding fight you’ll have being right near the end of the game; rewarding because it actually plays to all your stances, regardless of which you specialise in. Whereas all the others tend to favour range if they are creature based due to them draining large amounts of your health if they hit you when close, which is odd for a 'melee' 'closeup' based combat system?
On a positive note though, Technomancer does not feel like a lonely experience, it, having a rather well fleshed out companion system.
All your companions also have their own story arcs too, if you can be bothered to talk to them from time-to-time that is. Occasionally you’ll get nudged to approach them, but unless you actively make the effort this aspect to the game can be totally left untouched. So much so, that apparently the game allows you to romance certain characters. Of both sexes as well, which is rarely done in other games to Technomancer's credit.
All your companions also have their own story arcs too, if you can be bothered to talk to them from time-to-time that is. Occasionally you’ll get nudged to approach them, but unless you actively make the effort this aspect to the game can be totally left untouched. So much so, that apparently the game allows you to romance certain characters. Of both sexes as well, which is rarely done in other games to Technomancer's credit.
In total I found seven companions. Technomancer allowing you to have active two at any given time; each one with their own strengths, weaknesses and benefits. You can swap between them whenever you like, with two restrictions. Firstly: you need to be in an area which allows you to swap. And Secondly: if you are not on a mission which has locked one of your companions in to your group.
Sadly though there is yet another glaringly bad aspect in The Technomancer regarding the companion system, and that is there's doors in certain locations that require two Technomancers to open them. Luckily, one of your companions is a Technomancer too. Problem is, this means you’ll want to have this companion with you at all times where permitted. If you don't, you'll reach one of these doors, kick yourself, and then have to travel all the way back to an area which permits you to swap and select that companion, then travel all the way back to the door you were previous at, which, given how monotonous traversing the world is, this is something you will want to avoid. This ultimately limits which companions you can use and is a shame.
Sadly though there is yet another glaringly bad aspect in The Technomancer regarding the companion system, and that is there's doors in certain locations that require two Technomancers to open them. Luckily, one of your companions is a Technomancer too. Problem is, this means you’ll want to have this companion with you at all times where permitted. If you don't, you'll reach one of these doors, kick yourself, and then have to travel all the way back to an area which permits you to swap and select that companion, then travel all the way back to the door you were previous at, which, given how monotonous traversing the world is, this is something you will want to avoid. This ultimately limits which companions you can use and is a shame.
Apparently the game has a Karma system. I say apparently, because it’s not really clear as to what the system does, nor is it explained as to what effect Karma has on what. Karma moments are not even highlighted or pointed out when they do occur either, until that is you either gain or lose Karma. So you cannot really make informed decisions.
The only thing you are told about Karma is right near the start, and that’s that killing living creatures will incur a cost on your soul.
What karma does do though, or should I say, doesn't, is impact the story from what I experienced. What it did do is have adverse effects on my companions and how they saw me. So bear that in mind if you’re trying to romance them.
What karma does do though, or should I say, doesn't, is impact the story from what I experienced. What it did do is have adverse effects on my companions and how they saw me. So bear that in mind if you’re trying to romance them.
One fact I have not touched upon yet is the lack… let me say again, the LACK of a jump. That’s right, your character cannot jump. They can climb up and down ladders, and over certain walls if there’s a prompt, but no, no jump. Admittedly and for the most part this is fine, but it does feels extremely alien to me in this day and age to play a game where I cannot perform such a rudimentary action, especially so for an action RPG.
From a world building point of view it does simplify the levels as it makes it easier to set them up, but from a player’s experience it makes the game feel very limited and linear. And make no mistakes, rarely is there more than one route to a given objective, and when you want to move in a direction that clearly you could if your character had the ability to lift their foot more than 2 inches off the ground you could, it will frustrate you.
Bug wise, surprisingly given the scope of the game it’s actually rather stable. I only experienced one crash in the whole 24.5 hours that I played it. And rarely did I encounter any serious bugs. Your camera will occasionally clip the environment or be pushed inside anyone standing too close, but other than that is was practically fine.
The only issue worth noting though that did block me from completing a mission, subsequently requiring a roll back to a previous save to fix, was while embarking on a companion mission that locked me into a location until said mission was completed. The problem was, that the mission required a particular companion to complete the last stage of it. Who, I realised was not in my party when I arrived. This rendered the mission incomplete-able, and me unable to leave the area or add her to my party. This was strange, because literally moments prior to travelling to the mission area I had definitely selected her because she was following behind me.
You do receive a nice warning message before embarking on these types of missions, but you would think it would prohibit you actually travelling there if a member of your party was missing or not assigned if the mission required them. Sadly it does not. And now that I think about it, there are plenty of moments like this in the game. It was perhaps pure luck that I did not encounter this issue more often.
I was however able to deduce what caused the issue upon loading the save and playing through this portion of the game again. The said party member had been removed automatically to embark on a timed mission if you choose that mission first, and having noticed it this time, completed said mission, then re-assigned her, I was able to complete the mission I was previously stuck on with no issues.
One big question I know some of you will want to know, is what happens after you complete the game? Well, disappointingly it does not put you back into the world so you can finish up any left-over side mission related content. It just returns you to the front end. More disappointingly is that there is no notification of a distinct point of no return. So you are not even warned either before entering into the final mission area.
In regards to Technomancer’s ending, no spoilers, it has three to choose from. The choice of which you experience being down to you based on your decision in relation to what you discover in the final moments of the game. Each ending does give a detailed account on what took place based on your decision, which I liked. However, the cutscenes lack emotional weight because they only consist of a collection of still images shown to you whilst your character narrates.
Due to a bit of not-so-clever saving, I was also able to witness all three versions without too much trouble, which leaves me to wonder did the development team plan on users doing this, or not even care. Either way I’m glad, because nothing would make me want to playthrough Technomancer again. It had its moments, but the bad far outweighs the good. The potential is there, the depth of certain mechanics and systems is there sure, but at its best, the game is a tedious exercise in re-going over your own footsteps and encountering the same exact spawns, in the same exact locations.
It is always sad when I feel like this, because no team sets out to make a bad game, and I know the team that made Technomancer would have put everything they had into making Technomancer as good as they could possibly make it.
However, I also strongly feel that if you’re going to sell a product to a consumer, and charge the full asking price that a AAA title demands, then there should be a certain guarantee of quality, and Technomancer fails in my opinion to hit that quality bar. Had I have purchased it at full price when it was released I would have been extremely dissatisfied and angry.
However, I also strongly feel that if you’re going to sell a product to a consumer, and charge the full asking price that a AAA title demands, then there should be a certain guarantee of quality, and Technomancer fails in my opinion to hit that quality bar. Had I have purchased it at full price when it was released I would have been extremely dissatisfied and angry.
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The Technomancer: PS4 Gameplay
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