Technomancer outriders12/6/2023 ![]() Side quests often contribute important character backstories to the main plot.Įven the game’s structure is a little more decentralized than it could have been. Outriders continues to have a much better story than it strictly needs, complete with a cast of interesting allies and villains, such as the embittered Jakub or the doomsaying Seth. While the Technomancer was the main focus of the demo, we did see a few other cool features in action. After finding a quest we liked, we’d travel to the appropriate area, take down every enemy in the vicinity (usually in waves, with easy cannon fodder at first and deadly bosses later on), collect some new gear, return to town, buy some upgrades, and repeat. Our three Technomancers started in a safe hub area, where we could talk to townsfolk, gather quests, upgrade our gear and fast travel to other locations. The gameplay loop here was similar to what we saw in the previous demo. (Image credit: Square Enix) Outriders new features Between shooting, healing and deploying turrets, there’s a lot to do as a Technomancer, and you never need to choose between supporting your allies and taking down some bad guys yourself. I also enjoyed the Technomancer’s ability to drop automated turrets, which can also poison or freeze enemies as you upgrade your abilities. But you can also get right back to running and gunning, which is still the most exciting thing to do in Outriders. There’s still strategy and skill involved, as you have to time your heals carefully and save them for when you really need them. You can move and shoot while you heal, and tee up your other abilities immediately afterward.īasically: the Technomancer removes every pain point usually associated with healing in an online multiplayer game. ![]() There’s no targeting involved, and the healing burst hits every friendly character within a pretty generous range. To heal them, I simply had to get near them and hit a single button. The thing I admired most about the Technomancer was just how effortless it was to back up my teammates. My Technomancer wasn’t exactly a frontline warrior, but he could soak up a lot of damage as he flitted between the other two party members, tossing down turrets to distract enemies and keeping them alive in the face of overwhelming enemy fire. Instead, I assigned pretty much all of my available points into survivability and healing. I didn’t toy around too much with heavy weapons in my build, but it was fun to peek out from behind cover, fire a barrage of rockets directly into an enemy, then watch as the burn damage took care of the rest. The Technomancer has three main abilities at its disposal: Heavy weapons, automated turrets and healing.
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