The Technomancer seems like an RPG inspired by the greats of the genre, but it never really understands the fundamental elements that made them great. It has all the moving parts of a mid-2000s BioWare game but lacks technical polish and storytelling finesse to a sometimes painful degree. Far too many crucial building blocks are poorly implemented for any piece to really break through the canopy of mediocrity.
There’s no number or hint in the title, but The Technomancer is a follow-up to developer Spiders’ poorly received 2013 RPG, Mars: War Logs. The Technomancer takes place amidst the same war between dystopian corporations on a richly realized vision of the red planet. You control the bland Zachariah Mancer, a newly minted Technomancer (read: brooding cyberpunk Jedi) caught in the middle of a struggle between the army and the secret police of the Abundance corporation. Zach has some cool moments throughout the story, but never quite gets to shine as a character. He’s too much of a blank-slate protagonist, and where superior RPGs would allow you to mold such a persona through roleplaying, The Technomancer’s dialogue choices usually boil down to, “Do I have the right non-combat skills to progress this quest without fighting?” or “Should I accept a mission from this person based on what I know about them?” rather than any genuine character-building or world-affecting decision making. There is a morality system that allows you to adopt a Batman-esque code against killing, but its effects are rarely visible on the story or gameplay.
from IGN Reviews http://ift.tt/297ho48
This could be a real lead forward for personal gaming... Revolutionise gaming
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