The Thaumaturge is a story-driven RPG with morally ambiguous choices, taking place in the culturally diverse world of early 20th century Warsaw. In this world, Salutors exist: esoteric beings that only Thaumaturges can truly perceive and use for their needs.
Guy on the left looks like he hides bodies in the freezer down in his basement, and on the right....well....
Spoiler:
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Yeah, this trailer is much better than video I've seen before.
Gameplay vids were... hmm.. interesting, but I think this will be one of this rough ones, but pretty good nevertheless...
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
Agreed, this one looks like it has potential as far as light RPGs go and the tone doesn't come across as jarring which is already a plus in this day and age. We shall see how the demo fares
How so? It's literally click to move / interact, and all hotkeys can be rebound.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Seems good, but a few issues... it runs like a pig (RTX3080) and it feels cheap in areas. Walking through NPCs and having a train go past that makes no noise is offputting. It also seems like you're going to be spamming the perception button a billion times
Will stick with it but it'd be nice if it were more polished
What is the combat like, there doesn't look like a lot / any in any of hte material people have posted?
So the combat is turn based but time strip based. Each action has a speed: fast, normal, slow, and when you hover over it it shows you how long it takes to be deployed by overlaying your action over the enemy's upcoming action.
Except, it's kind of confusing, because you've got your characters action, but also the spirit who's bound to you's action (you can enlist/dominate more spirits later on - not sure how that works yet). Sometimes an attack is split between coming from YOU and HIM (you both attack, but at different points on the timeline). Really fucking weird system - not at all transparent.
Attacks have slots that you can slot upgrades into. Things like: 60% chance for the attack to do double damage, or 50% to interrupt upcoming enemy action.
Upgrades are earned via spending skill points on your dialog skill tree: Heart, Mind, Word, and a fourth one I forget.
The translation feels incredibly unnatural and rough. You'll get the jist of it, but if you're a native English speaker the game's tone is going to feel incredibly weird given how they've done the dialog. They should have splurged on a better translator.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
How so? It's literally click to move / interact, and all hotkeys can be rebound.
It's obvious the interface is designed with a controller in mind. Like in combat those tiny icons you have to click above the enemies: you are supposed to select those with rb/lb for instance on an x-box controller. For mouse control it's shit, way to small to click.
Not that the game is unplayable with mkb, but there is this constant reminder that the design is for controller. And it actually plays better with a controller. And for an isometric RPG, that's a weird choice. This is more of a desktop game then something that you play with a console with a big screen.
I parked it within the refund window.. So far I get the vibe this is a simple console game so will wait for further review here.
locked perspective.
weird controller oriented controls.
right click to highlight everything of interest on screen.
for turn based combat (and sure im right at the start of the game), but its pick a or b.
Turn based combat looks as slow as Yakuza Like a Dragon. That one became such a chore after a few hours, despite the rest of the game being pretty good.
There must have been a door there in the wall, when I came in.
Truly gone fishing.
Ok, gone through the prologue. Skill system seems weird; I gain points in 'hearths' by being arrogant, yet I don't get any points for this to add to the skill tree. Not to mention most of the skill descriptions make no sense yet, so I'm holding off assigning them until I need them.
Story looks ok but too soon to tell. Rasputin though I almost accused the wrong person until I talked to the old woman, so it doesn't hold your hand with the choices, so that's good.
Spamming 'perception' will probably get old fast. You only need it to find clues as other items are highlighted by default, and its reach isn't that big, so I'm probably gonna miss a lot of clues when I forget to right click every 5 meter I walk.
There must have been a door there in the wall, when I came in.
Truly gone fishing.
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