The Technomancer
A scrappy action-RPG set on a dystopian Mars where you play a soldier who can channel electricity. Ambitious worldbuilding, rough execution.
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About The Technomancer
The Technomancer drops you onto a colonized, resource-scarce Mars run by corrupt corporations and kept in line by warrior-mages called Technomancers. You play Zachariah, one of these electro-wielding soldiers, right at the moment he discovers a conspiracy big enough to upend everything he was trained to protect. It is a mid-budget action-RPG from Spiders, the French studio that keeps swinging for BioWare-scale ambitions on a fraction of the budget. That context matters. Knowing what you are getting into changes how you read the game. The combat runs across three stances: a rogue setup with a blade and staff for mobility, a warrior build leaning on mace and shield for blocking, and a staff stance that distances you from enemies while you channel lightning. Swapping between them mid-fight is the mechanical hook, and it works well enough in the early hours. The Technomancer skill tree splits between those stances and the electricity powers, so you can build toward a bruiser who occasionally zaps people or a glass-cannon caster who panics whenever a dog gets close. Build variety is present, but it does not hold up to scrutiny past hour twenty or so. The stamina and dodge systems feel floaty, and enemy AI has a nasty habit of ignoring the rules the tutorial just taught you. Where the game genuinely earns attention is the worldbuilding. Mars here is a place where water is currency, mutants roam the surface, and generations of isolation have fractured humanity into feuding city-states with distinct cultures and political agendas. Side quests sometimes ask you to choose between factions whose grievances both make sense, and a few of the companion storylines have real weight. Companion approval mechanics track your choices, which feeds into relationship outcomes that matter near the end. The writing is uneven, lurching between passages that feel thoughtfully constructed and dialogue that reads like a localization draft nobody proofread. Still, some conversations genuinely surprised me, which is not something I can say about every game twice this price. The problems are consistent and hard to ignore. The map is maze-like in ways that feel accidental rather than designed. Filler quests show up constantly, padding out a runtime that did not need padding. Animations are stiff, character faces carry almost no expression, and the production values lag several years behind the release date even for 2016. The save system is forgiving, which helps, but the overall loop of combat-loot-dialogue-repeat loses momentum around the midpoint when the conspiracy plot has not yet clicked into gear and you are still fetching components for a quest you accepted out of politeness. The Technomancer is the kind of game that gets recommended specifically to people who have already played the better games in its genre and want more. If you finished Mass Effect and wished it had a grimier, less polished cousin with a Mars setting and some genuinely interesting political texture, this will scratch something. If you need tight combat, strong voice acting, or a narrative that earns every hour it asks for, look elsewhere. It is a game made with obvious care and not quite enough resources to realize it. Monika, Scout Team
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Game Info
- Developer
- Spiders
- Publisher
- Focus Home Interactive
- Release Date
- Jun 28, 2016