When Spiders announced their new RPG Technomancer last month, there wasn’t much to go on. Perhaps that’s why the CEO of Spiders, Jehanne Rousseau, decided to conduct an interview with RPGwatch. Though some of the answers are short, it gives us our first real glimpse at the kind of game Technomancer is going to be.
- You just announced a new RPG game called Technomancer this week. Would it be possible to share the a brief sample of the game’s setting/story?
- As I’ve said before, The Technomancer takes place in the same universe as Mars War Logs, but in another corporation, called Abundance (they were the guys in charge of the prisoner camp at the beginning of MWL). You play as a young technomancer officer, and you have just learnt the great secret that links all the Abundance technomancers together (during the prologue): The technomancy comes from a mutation that seems to date from the first colonists. As you can perhaps remember, the mutants on Mars are treated like animals, so if this secret was to be revealed, the technomancers would suffer greatly.
- Abundance (which is deeply inspired by Stalin’s USSR) has a spy and surveillance force called the ASC. These guys want to discover the technomancers’ secret and will do everything to obtain this information. So your main mission is to find all the clues and relics coming from Earth to try to find out why this mutation appeared, and most of all to contact Earth, and escape this hell on Mars.
Will you be able to have more than one party member this time, and will your companions impact the game in any way like Mars: War Logs?You’ll be able to have two out of five companions with you. Each of them is deeply involved in the story and, of course, your behavior with them will change their approval, and the story itself too. You won’t be able to choose their skills or abilities, but you’ll be able to equip them this time. We’ve worked a lot on their AI, but you’ll still be able to change their global behavior with simple orders (you can’t control them completely).