His name was Zachariah Meh-ncer.
The Technomancer takes place on Mars, during a lackluster war between dystopian corporations fighting for power on the dusty planet. You are the hilariously flavorless Zachariah Mancer, a newly minted Technomancer who is caught between the struggles of these aforementioned corporations. The thing is, The Technomancer attempts to shove exposition after exposition down your throat, about exactly why you should care about these various factions. The leader of each respective faction is just as boring and bland as Zachariah himself, and it all drags on for far too long during these expositional scenes. The Technomancer tells, and hardly ever shows.
"Various locales are interesting, while everything contained within them is not."
This is a shame, because there is so much detail in the world of The Technomancer. A setting on Mars analogous to the world of Fallout or Mad Max had so much opportunity to shine through, and while some of the various locales are interesting, everything contained within them is not. Side characters and side quests are just as bland and uninspired as the rest. Go talk to this featureless man. Go fetch these various parts for this flavorless woman. Here’s a new companion for you to travel with, who you are, again, unlikely to favor. As many qualms as I once had with Fallout 4, for example, at least that game gave you interesting companions to meet and travel with. The Technomancer, unfortunately, does not. Most games that offer Trophies or Achievements for romancing various companions are usually easy to knock off, and usually enjoyable to see the branching bits of story narrative. I had no such interest in even attempting the same in The Technomancer.
The Technomancer does present an interesting approach to combat, and one that I did mostly enjoy. You are given three distinctly different styles of combat, the offensive Warrior, defensive Guardian, or dastardly Rogue. There’s also an additional skill tree based on the Technomancy spells that make you feel (mostly) like a Jedi. I appreciated the various approaches, and did find myself approaching different enemies with different tactics. The most frustrating part though, was that I never felt as badass as I should have, despite my maxed out skills and talents. Even the thuggiest of thugs could end me in a few hits, despite my powers and skills and ability to throw lighting at their faces. It became a strange occurrence the further I got into the game. Technomancers are supposed to be these mystical and magical beings, the stuff of legend! And there I was, getting clubbed to death by Street Thug #3 for the second time in a row. As much as I did enjoy the bits and pieces of the combat, as my time with The Technomancer progressed, I enjoyed it a little less and less.
Overall, The Technomancer never hooked me, never inspired me to want to keep coming back over and over again like a strong RPG should. With a meandering narrative, an average loot system, and a boorish group of compatriots, The Technomancer was just kind of ‘there’ during my time with it. I didn’t hate it. I didn’t love it. It was just kind of there.
The Technomancer is not a bad game, by any stretch of the imagination. I wouldn’t even say that it’s exactly a flawed game, either. What it is, however, is a creation packed to the brim with numerous inspirations, frustratingly so. Even with so many sources of inspiration, The Technomancer feels uninspired, plain and simple. You can see so many shimmering promises and facets of an interesting world and an engaging game, but unfortunately The Technomancer fails to capitalize on those assets, and crucially, fails to find a voice in an RPG genre lush with fantastic titles.