This game plays like a text RP session with fantastic GM. PROS: + Great overall storytelling with dominant tones of mystery and strong narrative moments + Truly impactful decision making that affects both narrative and mechanical outcomes + Interesting scripted and random events + Unique dark fantasy word + Well fleshed out characters with their own desires and plans + Appealing visual artwork + Enticing and memorable OST Subjective PROS/CONS: +/- Unusual tactical battles - due to the party turn based combat, it is hard to use good old strategy tactics that work in other titles (benefits of getting rid of adds, endless CCs or abundance of units, etc), that said I personally enjoyed the different strategy craft in this game +/- Sparse Voice-acting - more reading allow you to assume voice for the characters
Mars. You are abandoned children of Earthers, yearning to return to a home you never knew. Life on Mars is harsh, the water is the most precious commodity, extracted from underground waterways, creatures or even humans. The Mars offers freezing nights or radioactive sunrays. The light is dangerous while darkness is synonymous with safety. Devastated by cataclysms, Martians regressed in technology and adapted regimes. Majority of people live in slums while the elite, remote from suffering, lounge in their steel palaces. Everyone below them a possible subject of persecution, including you. Since there is no Codex in game (and your character is not amnesiac), all of your understanding of the world comes player/character experience. Your Character: Zachariah, one of the rare people that are able to discharge electricity from their hands. Both a gifted and cursed. Personality wise, Zach can be resourceful, headstrong, convincingly threatening or dismissive. Parts of the past and personality might be determined, but the game provides a lot of great fodder for player imagination. Companions: Two characters in particular have special connection to the main character. One is the doctor, barely sane alcoholic, that views you as his child. The second special character is fated to you in a way that would make for an outstanding villain. Yet here you can be the force that would help him heal. All of the companions are likeable with quirks and vitues, and a sense for comradery. Plot: Many of quest are be morally questionable, forcing you to either deal with the wrath of your superiors or dish out punishment on those that found themselves on the wrong side of law. The very same law that can similarly be turned against you. Are you going to obey? Are you going to follow the way those that hold power want you to complete the objective or rather find another way how to proceed? Technomancer starts slow but grows on those that are willing to see its plot though.