At the Source of all life
there is water.
On Mars, where it is rare
water is a source of conflict
struggle, and death.
Since the Turmoil there are unending wars
fought over the possession of clean water.
We are the forgotten children of Earth
trapped in this red, barren wasteland.
Here, hell is not a concept
it's our reality…
And I would know…
Of course, in despair
there is hope.
Some have begun to explore...
travel, even
from corporation to corporation
leaving their loyalties behind.
We have organization
structure
and inevitably…
politics.
We have rulers
a People's Assembly
and far removed from us
the Dowser
the inaccessible face of Abundance.
And finally
there's us.
The elite protectors of the people
the spearhead of the army...
my brothers and sisters
who all share the same, special gift.
We
are Technomancers.
Hello everyone!
Today, we're traveling to Mars
with the sci-fi action-RPG The Technomancer.
You are Zachariah
and you're about to begin your journey
as the most gifted rookie Technomancer from Abundance
a powerful corporation.
Technomancers are formidable warriors
who harness destructive electrical powers
channeled through their implants.
As you create your character and its appearance
you'll choose your starting talents and attributes.
You will be able to specialize in one of the 3 combat stances
in technomancy, or become an all-rounder.
Whether you become a charismatic warrior
adept of the technomancer powers
and the noble staff fighting,
a shady rogue dabbling in poisoned daggers
trickery and stealth,
or a crafty soldier fighting with a shield
and able to upgrade and improve his own weapons
there's plenty of character progression
to make you and your story unique.
Your journey starts at Ophir,
capital of Abundance,
erected from the remains of the first human settlements
in the Ophir Chasma.
Led by a totalitarian regime and the ASC
its secret police
it is one of the oldest cities on Mars
and one of the last remaining bastions of humanity.
But you'll visit many other locations
from the abandoned Earth Domes to legendary cities
that you will be able to travel to
thanks to your trusty Rover.
Mars is a dangerous place
with deadly threats lurking at every corner.
You'll fight other human survivors
such as the underworld mobs in the slums of Ophir
the ASC agents hunting you
the Technomancers from rival corporation Aurora
and mutants whose DNA degenerated
after being exposed to solar radiations
and who are now living as outcasts.
But you'll also face much more fearsome enemies
in the form of many hybrid creatures
roaming the canyons of Mars.
Originally bioengineered by the first settlers
from the genetic makeup of animals found on Earth
their mutations have since grown out of control.
The harsh living conditions on Mars
led these creatures to develop
effective defense mechanisms
poison, camouflage, brute force...
they will aggressively defend their territory
should you trespass it.
Master one or all of the combat stances:
staff
blade with gun, or mace with shield.
Each has its own skill tree
where you can improve your existing skills
or gain new ones by allocating XP
you earn during your adventure.
The staff combat is based
on mobility and area damage
using sweep moves and blows
effective against groups of enemies.
Fighting with the blade and gun requires agility
with careful dodging.
The blade can poison enemies
while the nailgun lets you control the pace of the combat.
Finally, the mace and shield combat stance
focuses on defence,
blocking and parrying at the last second
to stagger enemies and inflict heavy damage.
It’s also important to remember
you may change stance during a fight.
Let's not forget you're a Technomancer.
Whichever combat stance you prefer
you can combine it with your electrical powers:
electrify your weapon to boost its damage
and disruption ability
form a magnetic shield around you
to boost your defense
directly attack with powerful arcs
or enter overload…
your technomancy powers are what set you apart
and will be an incredible asset in combat.
But your skills in combat will only get you so far.
The crafting system will let you upgrade your equipment
thanks to spare parts found while exploring
looted from enemies
or salvaged from unwanted pieces of gear.
You’ll be able to improve damage, resistance
as well as add various special effects
such as disruption
resistance to specific damage types
energy regeneration, and more.
Improving your crafting talent
and learning new construction plans
will let you craft more powerful gear.
The Technomancer offers up
to 40 hours worth of quests
most of which can be solved in different ways.
Here, we are trying to meet the Boss of the Vory.
The problem is, the door to his office is guarded
and their leader won't let you enter without a pass.
You can decide to simply force your way in
but you'll have to face many enemies at once
in a tough battle...
and it might also degrade your reputation with the Vory.
You can also play the trick card
stealing the required pass from a lone guard
to turn it in to the guard.
Or, take a stealthy approach
using your lockpicking and stealth skills
to find another way in!
The quests in The Technomancer
often let you decide how to accomplish them
with up to five different ways.
You'll be faced with a lot of difficult decisions along your journey
and each of them will have an impact on the world
its inhabitants, your relationship with the factions at play
but also with your companions.
Eventually, your choices and play style will impact your story
the fate of your companions
and the destiny of Mars and its inhabitants.
All of your companions have their own mood
preferences and moral code.
Act too much against the beliefs of one of them
and they might leave the group.
So be careful
because while your companions will be helpful during the fights
they also help you during exploration with passive skills.
Embark into an epic journey, later this year
with The Technomancer for PS4, Xbox One, and PC.