![]() The most interaction with them will be giving them weapons, so that they’ll become slightly less useless. They will, unfortunately, be little more than cannon fodder, without names or personality. Surviving alone is impossible, so finding a team of vagrants – later mercenaries – to fight at our side is essential. As such, movement is done by clicking around with the left mouse button, while interaction – with the right one. These, however, are short and to the point, with our main character usually unable to ask about more than a single subject. Conversations between characters proceed in a stylish comic book-like tree. There aren’t even any actual interactive NPCs, as far as I can tell, except those essential to the plot. That’s basically it for a huge chunk of gameplay: go around doing various tasks in the city then go back to the crew for healing and new missions. That – of course – requires killing someone. The first one is opening the bridges in order to access more of the city. The player’s spaceship crash-lands on the planet, and then the various missions start. I haven’t yet talked about the story and well, that’s mainly because there isn’t much to talk about. Opening the bridges will be among our first tasks. However, in the end, the entire system makes it look like Whalenought didn’t at all anticipate the weight of the player’s choices. Sure, it’s also possible to not pick any drawbacks at all. Think of a soldier with butterfingers who just keeps trying to run away, every battle – each turn. It’s too easy, especially for an inexperienced player, to make a nigh-unplayable character. Such freedom comes with drawbacks, however. First, the player fills in the many details related to their character, going as far as choosing what their past was. Mechajammer is a turn-based tactical RPG experience. Though fixing these, I’m afraid, would require rethinking the gameplay from scratch. In addition, some balancing issues with combat and character creation still aren’t addressed. However, the engine really looks to be struggling with that, taking way too much time to save the player’s progress. ![]() The update fixed many issues like crashes and quicksaving problems, and added side missions. So, what’s the problem with Mechajammer? A CYBERPUNK PIXELATED EXPERIENCEīefore I began working on this review, Mechajammer – released last December – was already patched to version 1.1. That’s the case with the latest release from the husband-and-wife studio Whalenought, modeled after their previous and quite interesting CRPG throwback Serpent in the Staglands. Sometimes one really has to sit back and try – try hard – to be as objective as possible towards a game, despite its issues. Sometimes, though, things aren’t as simple. ![]() Just play the game, write down what you think and there you go, done. Most people will tell you writing reviews isn’t hard work at all that it’s a cushy job.
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