Leaving fate to the dice rolls can be very cumbersome and sometimes incredibly tedious, leading to you abusing quicksaves to prevent yourself from losing minutes or more of time between tricky fights. Every aspect of combat can be manipulated by your character’s chosen pips or dice rolls on their character sheet that checks against a typical chance to hit, score a critical hit, or a successful roll to perform a non-combat action during combat. Combat isn’t contained within a vacuum, you can stand a chance to completely miss what you’re aiming at from range and the stray shot can strike nearby targets, friend or foe. Right-clicking on a target will execute the action selected on your weapon and any squads not commanded individually to do something to attack that target. When combat is initiated, the game freezes time and the UI changes to show actions above the equipped weapon your character is using. Rather than a traditional battle system where opponents and players share turns, Mechajammer employs a unique, simultaneous turn-based battle system. The controls and battle system is where Mechajammer starts getting weird. Functioning like a simplified RTS, squads can be controlled manually through simple commands like move and attack, but they can also be given tactical behaviors where their actions are automated upon entering combat, allowing you to concentrate on controlling the main character. In my case, I’ve had over 10 people per squad that can be individually commanded to move and attack per turn of combat. Players can have up to 4 controlled squads of NPCs with several characters. Charming an NPC will roll your character’s Social stat to recruit that NPC as a controlled member of a squad. Instead, if any regular NPC on the street is able to be interacted with, players will see an option to Charm. In a unique twist to RPGs, you aren’t just going on quests to find party members. Jobs based on non-combat skills reward experimentation with how you do things in the wild between fights, like hacking computers, using the Charm roll on NPCs to recruit them or bribe them for rumors and special quests, or other useful actions. Want to diplomacy your way through the story as much as possible? Try more socially adept jobs like nurse, or a data entry clerk. Want to do lots of combat and not die in a gunfight to two well-placed shots? Choose professions like military scout or Syndicate Security, which give you extra dice rolls in weapons or unarmed combat. These negative traits make building your character a rather arduous experience, but builds for a dedicated role are doable. If you were unemployed early on in life, you could be incredibly naive and pay higher prices at shops. If you were a soldier, you could have PTSD that gives you a random chance to be frightened by combat and retreat if you fail to check against your bravery during fights. Instead of simply adding special abilities and extra points to stats, each occupation chosen makes you choose a negative side-effect of these previous roles you held in life. There’s a catch to making these choices, however. These roles include your personal history before the events of the story, like being a nurse, a military scout or artillery soldier, or even a choice for being unemployed. Mechajammer reviewĬreating your character seems like a typical RPG creator with allocating roles in your background that determine your specialities in and out of combat, such as healing ability, social checks, and ranged or melee combat weapons. The tutorial is an absolute must to really learn the ins and outs of the rather obtuse combat systems in this game, otherwise you’re going to get lost pretty easily. While not told outright by anyone or anything, talking to Medic is also where you can learn the game’s combat systems. After crash-landing in a swamp on Calitana, your memories are shaky at best and you seek refuge in a nearby building with your crew members, Medic, the disembodied head of a mechanically enhanced clone of a powerful psionic human, and Barry, the plucky crewmember whose hotheadedness gets him into more trouble than he’s worth. You are a soldier in the spacefaring armies with your ragtag crew escaping after a failed raid on an enemy compound. One planet in particular is the backwater world of Calitana, mostly forgotten and left to its own devices, overrun by mutants and rampant pollution from the Syndicate’s unchecked industry. The story takes place in the far future after mankind has begun colonizing the stars. This is Mechajammer, and it’s certainly something. And that’s where the typical experience ends. Mechajammer starts off like most typical CRPGs with a rundown of the world at large, and then you’re greeted with a character creation screen.
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