Better late than never, right?
Last year, due to my increasingly busy work schedule and my first holiday in 5 years, saw me review a meagre 42 games. Still in that bunch are all of the big hits of last year, some ones I had been looking forward to and, of course, one so-bad-it’s-bad title I played to remind me of how good we have it. Yet again I found myself struggling to crown a winner this year although this time around there were no less than 6 titles that could have easily taken it away. As always here’s the list of last year’s games in chronological order so you can refresh your memory if you so see fit.
First off I’ll award this year’s wooden spoon to The Technomancer from consistently B-grade developer Spiders. They’re a developer that has ambitions of being one of the top RPG developers like Bethesda or Bioware but unfortunately they just don’t have the resources to do so. Every one of their games is packed with all the features you’d expect of a larger RPG but, unfortunately, none of them work properly or integrate well. So what you end up with is a mish-mash of mechanics that are loosely coupled together, never quite reaching the level to which the game aspires to. Honestly all they need to do is narrow their focus and get a few core things right to make the next step up. However that never seems to happen and they continue to aspire to greatness they simply can’t yet achieve. Still The Technomancer was their best game yet, but that was a low bar to jump over.
This year I want to give honourable mentions to 3 titles that are fantastic games in their own right but didn’t make the top 3. Rise of the Tomb Raider is one of those rare sequels that manages to surpass its predecessor. It also managed to set up its sequels without ruining the plot of the current instalment, something which is almost never done well. Uncharted 4 was the conclusion that the franchise needed and was done so well that few could argue there was a better way to send off Nathan Drake. Whilst it might be sad to say goodbye to the franchise, at least in this form, it will long stand as one of the must-have titles for the PlayStation platform. Lastly Firewatch, whilst not sharing the same high score as the rest of the honorable mentions, was by far one of the most engrossing experiences to come out of 2016. If you haven’t yet taken the time to play it I very much recommend you do as its 3 hour play time just rushes by.
So without further ado my Game of the Year for 2016 is:
Blizzard’s Overwatch, rising from the ruins of the failed next-gen MMORPG Titan, is yet another testament to the venerable developer’s prowess when it comes to game development. I had been involved in the closed beta for some time before it launched and was still thoroughly excited to play it again on launch. The nearly 100 hours I’ve spent in game after then is a testament to just how well crafted Blizzard’s new team based shooter is. Combine that with the world building that Blizzard has continued to do long after its initial launch and you have a game that’s engrossing both from a mechanical and story telling perspective. Whilst my views on it may have soured since then (most likely due to the pressures that come from ranked play) there’s really no disputing that, at the time, it was head and shoulders above every other game I played last year.
Titanfall 2 comes in at a very close second as I’ve put in just as many hours into it as I did Overwatch. With the Call of Duty instalment lacking somewhat this year it was great to see Titanfall 2 step up into its place, providing the fast paced run and gun action that I enjoy. Considering how flat the original Titanfall fell after its first few weeks it was great to see the community stay stable for months after launch in the sequel. It’s not everyone’s cup of tea, the low time to kill meaning that the skill gap isn’t as big as it is in other shooters, but for spammy rushers like myself it’s just the right blend of balls to the wall action and mech based combat.
Lastly Inside, the spiritual successor to Limbo, comes in at third. For Playdead it was a pivotal moment, one that would either cement them as the king of the genre they helped create or see them cede it to others. Suffice to say Inside managed to improve on the Limbo formula in almost all regards, modernising the idea in just the right ways. It’s short play time, speculative story and carefully crafted visuals all combine together into a seamless experience that few other developers would be able to replicate. If you played Limbo or any of its numerous clones then it’s well worth spending the afternoon playing through Inside.
We’re already in the thick of 2017’s releases and I’m already impressed at the calibre of AAA titles that have come out this year. I’m going to have to make a concerted effort to keep up the 1 game per week cadence, something which I’m already unfortunately behind on. However it’s looking like another solid year for us gamers, one that I’m very much looking forward to.
Onwards and upwards, dear readers!
There are some games I play for all the wrong reasons. Sometimes it’s to reaffirm certain biases (although there have been titles that have changed my mind) but other times I just want to play something horrendous to remind me of how good some games are. Here enters the developer Spiders, a French developer who routinely puts out B-grade games that always aspire well beyond their station. Their two previous titles, Bound By Flame and Mars: War Logs, both tried ever so hard but failed in almost every account. The Technomancer, set in the same universe as Mars: War Logs, again aspires to be an AAA title but fails in such a delightfully horrible way.
You are Zachariah Mancer, a young cadet aspiring to join the ranks of your fellow Technomancers. Your quest begins as you are initiated fully into the rank of lieutenant by journeying to an old settlement dome with your master, Sean. There you learn of the secret that Technomancers have kept ever since their founding: your powers are born out of genetic engineering that caused mutations in your body. Such a secret would see all the Technomancers enslaved like the rest of the mutants are and you are sworn to keep the secret. However one colonels obssesion with learning the secret forces your hand, pitting you against the very corporation that has been your home since birth.
The Technomancer’s graphics are a generation behind in most aspects, lacking any of the graphical enhancements that many games of this generation now have as standard. The environments have a decent amount of detail in them but it’s all relatively low poly work. The lighting effects help to hide the more egregious faults but they aren’t enough to wash away that previous gen feel. Considering other games that use the same engine (like Unravel) seem to do a lot better in this department it does make you wonder just what modifications Spiders made to the engine and if it was really worth the development time.
The Technomancer is a mostly standard RPG affair; taking inspiration from other, better games in this genre and attempting to make its own special version of it. There’s 3 different fighting styles, each of which roughly equate to something from the RPG holy trinity. Each of them has a talent tree to match with an additional 4th talent tree for your Technomancy (read: electricity) spells. There’s also an additional 2 talent trees which are used for further character customization, focusing on what gear you can use and what ancillary abilities (like crafting) you have. There’s a mediocre crafting system which appears to be half done which coupled with the mediocre loot system makes for a repetitive and lacklustre gearing experience. You can also bring along 2 companions with you as well, each of which will mimic one of your fighting styles. Honestly there’s a surprising amount of stuff in The Technomancer but, unfortunately, that’s probably why it has so many issues.
Combat is unintuitive, confusing and worst of all unreliable. I can’t tell you how many times I’d appear to hit an enemy with my staff only to have it whiff through them completely without a hint of why. No damage meter saying “Miss!” or “Dodged!”, just the sound of my staff sailing through the air like it wasn’t touching anything. The combat is a half hearted attempt at recreating the Dark Souls system but unfortunately fails miserably. It doesn’t help that most of the stats appear to be totally meaningless, like when I had 140% disruption but still wouldn’t disrupt enemies when hitting them. Maybe there’s an explanation somewhere about how these stats work but they’re not explained in the game at all, not even in the stats spreadsheet that lists all these things off. So in the end you’re left to simply flip the coin at most encounters, hoping the RNG swings in you favour this time around.
Loot and crafting are similarly disappointing. The loot you’ll get will be all the same based mostly on which chapter you’re in although it seems that old areas have a high chance of yielding old loot when you revisit them. Strangely it seems like there was supposed to be more variety to this since there are some named items in the game but no where near enough to build a full character out of. Worst of all is the fact that you’ll be flooded with mats, most of which become entirely useless once you move up to the next level of crafting. Previous Spiders games allowed you to combine lower mats into higher ones, and indeed there’s text in the game that implies that this can be done, but there’s no way to do it. This wouldn’t be so bad if the system to sell the mats wasn’t so annoying to use, requiring a single click to increase the quantity you want to sell. This means that if you want to sell 200 mats, you’ll click 200 times.
Questing is also pretty unrewarding with nearly all the quests simply awarding XP and maybe some serum (cash). There are some multi-part quests which span chapters, something which you would think would lead to some awesome quest reward. Unfortunately that never happens which is a real disappointment, especially for the more involved side quests. This wouldn’t be so bad if there were amazing items that you could only buy from vendors but there aren’t and so you’re just left with a pile of serum and nothing else to show for it.
Worst of all is the endless retreading of ground you’ll do throughout the game. Sure you’ll visit new areas as the chapters roll on but the vast majority of the game takes place in the first town, Ophir. This wouldn’t be so bad if it wasn’t for the fact that enemies will respawn pretty much every time you traverse through there, necessitating a laborious 10 minute trudge to get to where you’re going every time you go there. There’s no fast travel system to speak of either, so once you’ve finished what you needed to do you’ll have to walk (and likely wade through respawned enemies, again) back to your rover to return home. I can understand that creating new levels is one of the most expensive things developers will have to do (something even legendary developer Bioware got raked over the coals for) but setting more than half the game in one area is just…boring.
As always I could forgive the majority of this game’s sins if the story was passable but, frankly, it’s not. Whilst it is interesting to see the world that was set up in Mars: War Logs continued in The Technomancer there’s just not much about it that is captivating. This is probably not helped by the fact the lines are delivered in a flat and lifeless way by pretty much all of the voice actors involved and the poor quality of the lip syncing with the character models.
Realistically all these issues are symptomatic of one thing: trying to do too much with not enough resources. All of the ideas that are implemented in The Technomancer are solid however their execution is sorely lacking. It smacks of a development team that simply didn’t have enough people or time to get the things done that they wanted to. With the average game completion hovering around 26 hours or so they could have easily cut it in half and still had a great length RPG on their hands. Instead however Spiders chose to try and pack as much in as they could and the overall quality of the game suffered as a result. Whilst this should be unsurprising (since this is kind of their thing) if Spiders ever wants to drag themselves out of the B-grade hell they’ve found themselves in they’re going to have to change the way in which they approach building games.
The Technomancer is another unfortunate swing and miss for Spiders, once again aspiring to the greatness that it never achieved. Whilst The Technomancer has all the trappings of an AAA RPG none of them are implemented well or fully, leaving the resulting experience feeling half-baked at best. To be sure though this is Spiders’ best effort to date but the mistakes that they’ve made before still seem to haunt them even to this day. I can really only recommend this if you’re as twisted as me and like playing a train wreck from time to time, just to remind you how good most games are these days.
The Technomancer is available on PC, Xbox One and PlayStation 4 right now for $45, $57 and $57 respectively. Game was played on the PC with 14 hours of total play time and 40% of the achievements unlocked.