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The Thaumaturge - supernatural RPG set in early 20th century Warsaw from Seven: The Days Long Gone devs

Tao

Augur
Joined
Sep 13, 2015
Messages
377
Yep, but it felt much more like an adventure game to me, than an RPG.

Here is my review, if curious: https://tomsgaming.com/2024/04/03/the-thaumaturge-rasputin-forever/

I found it very verbose, and the gameplay lacking, as in everything is presented to you.

I'll check out your article in a bit, but definitely agree on the verbosity part. And it wasn't just the verbosity, the whole writing style had a very uncanny-valley thing going for it, although it was presented differently in dialogue versus documents and notes.

Also, don't know if you chose the same ending as I did, but definitely Ra-Ra-Rasputin forever. :P I actually had a pretty good time with the ending.

I got a horrible ending because I didn't have the points to make the last check. But I definitely went Ra-Ra-Rasputin forever until that point :)
You make the ending determination mechanism sound interesting. Could you elaborate on how it works?
It's not that impresive tbh, but it was a solid effort to reflect some choices you make. Most of the overall ending depend on what you do in the last mision at the end of the day.
 

Tao

Augur
Joined
Sep 13, 2015
Messages
377
Some of the sidequest scenarios were also interesting (but not always presented objectively), e.g. There was a quest about solving a dispute between a German employer who fired a bunch of local workers. You find out the workers are literally getting drunk on the job (very Slavic thing to do), while their employer is just trying to save money because he's getting heavily in debt.
Yeah this has to be the best quest in the game by a HUGE margin. You can solve it in a lot of ways, all of them make sense, is not as simple as it seems when you get to dig a bit, doesn't preach you (mostly) and the solution/outcome is left to you to wonder which one is the adequate.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,983
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:outrage:



https://store.steampowered.com/news/app/1684350/view/4192366833819476663

Polish dubbing now available!
Learn more about the latest patch for The Thaumaturge.

Hello everyone,
We couldn't be more excited to introduce the latest Patch 1.1 for The Thaumaturge which, among other things, adds one of the most requested features - a full Polish dubbing!
Listen to the new Polish voices:

To maintain the Slavic flavor of The Thaumaturge's narrative, Polish voice actors recorded the English dialogues, and the same actors have reprised their roles for the Polish dub of the game. With writing taking full advantage of the realities of the Warsaw setting, using the period vocabulary and expressions that are no longer in today’s everyday speech, The Thaumaturge with Polish voice-over gives its players an even more immersive and true-to-life experience.

Bloew's a list of all improvements that come with the latest Patch 1.1.
Overall Stability and Steam Deck improvements:
  • Added an option to tweak Community Density which should reduce CPU load;
  • Added Screen Resolution Percentage option for ability to further tweak graphics options;
  • Added an option to tweak Volumetric Clouds to improve performance;
  • (Steam Deck) Major optimization changes to achieve stable performance on Steam Deck;
  • (Steam Deck) Reduced number of community to improve performance in problematic areas;
  • More improvements to overall stability that should reduce instances of random crashes.
General issues and improvements:
  • Added support for controller vibration;
  • Postcard from Łódź now has a proper picture;
  • Fixed the issue where opening tutorial list as soon as tutorial screen appeared resulted in an unresponsive state;
  • Fixed the issue with black screens sometimes displaying instead of tutorial videos;
  • Fixed the issue where rapidly switching between different UI tabs led to lighting change;
  • Fixed the issue where it was possible to move character while the game was paused;
  • Fixed the issue where Undo Changes option was not functional;
  • Fixed the issue where some quests were missing hyperlinks to corresponding districts in Journal;
  • Fixed the issue where notification about the ability to tame Salutors was not intractable;
  • Fixed the issue where highlighting an ally in combat incorrectly showed the most effective Salutors against the ally;
  • Fixed the issue with missing certain community at Port Praski location;
  • Fixed the issue where part of UI on the far right could be cut off during certain combat encounters;
  • Fixed the issue where interaction prompt did not disappear upon interacting with a pawn shop readable at Powiśle location;
  • Fixed the issue where new entries for Points of Interest and Urban Secrets quests could not be accessed with a controller;
  • Fixed the issue with lighting changes when at barbers’;
  • Fixed instances of missing translations;
  • Improvements for animations and clipping issues across multiple scenes;
  • UI improvements;
  • Navigation improvements;
  • Collision improvements.
Quest related issues:
  • Fixed the issue where multiple clicks on clues that triggered dialogues could have led to a blocker during certain quests;
  • Fixed the issue where manipulation option could become unresponsive after completing Upyr’s Vision in the same persistent;
  • Fixed the issue where one of the objective could not be completed if the player completed it beforehand during The Reptilian Bash main quest;
  • Fixed the issue where The Price of Friendship quest could remain active despite being completed which could have led to black screen if Player interacted with Voronin again;
  • Fixed the issue where player could see out of boundaries when defeating enemies during All our Curses main quest;
  • Fixed the issue with redundant copy of quest NPC remaining after completing Veiled with Holiness side quest beforehand;
  • Fixed the issue where trail to Powązki Cemetery viewpoint appeared only when in close proximity to the cemetery;
  • Fixed graphical issues that could occur with certain NPC spawns in The Mermaid City's Son main quest;
  • Fixed the issue where there was a conversation with the bookmaker missing after making a bet during To Dust, You Shall Return main quest;
  • Fixed the issue with the logic of a certain dialogue in The Story of One Lecture side quest that did not take into account a completion of Cognitive Function side quest;
  • Fixed the issue where background was missing in a fight with burglars during What We Leave Behind main quest;
  • Fixed the issue where community did not disappear and remained during combat in They’re Alive side quest;
  • Fixed the issue where redundant Bukavac model persisted if combat was invoked despite manipulation being available during Bastards of the Night main quest;
  • Fixed the issue where quest marker did not appear until in close proximity to Czesław in Higher Education side quest;
  • Fixed the issue with missing trail for “Talk to Chajat and Feldman” objective after certain steps in All Our Curses main quest;
  • Fixed the issue with misleading trail during Dangerous Friends main quest if objectives were completed in certain order;
  • Fixed the issue where lighting became corrupted upon skipping certain dialogue during A Rod for the Hero side quest;
  • Fixed the issue with incorrect sign being displayed when manipulating Mieczysława in They’re Alive side quest;
  • Fixed the issue with missing VO line during Close to the Apple Tree main quest;
  • Fixed the issue where Player could interact with candles for the second time during They’re alive side quest;
  • Fixed the visible gap in the ground during dialogue with Abaurycy in Here We Go Again side quest;
  • Fixed the issue with incorrect lighting in some scenes in To Dust, You Shall Return main quest;
  • Fixed the issue with incorrect information described in Journal about certain decisions in Here We Go Again side quest;
  • Fixed the issue with redundant Wiktor’s chats about telephone ringing during The Mermaid City's Son main quest;
  • Fixed issues with Wiktor’s incorrect face models during certain epilogue;
  • Fixed the issue where redundant area map pin remained during All Our Curses main quest;
  • Fixed the issue with missing link in the Journal about certain conclusion in The Mysteries of Faith main quest;
  • Fixed the issue with redundant The Mysteries of Faith main quest being active when it should not later in the game;
  • Fixed the issue with a redundant objective trail in the dungeon during To Dust, You Shall Return main quest;
  • Fixed the issue where Player could repeat the same dialogue option in Front Page side quest;
  • Fixed the issue with duplicated icon to Javier’s barge on map and mini map during To Dust, You Shall Return main quest;
  • Fixed the issue where objective was not automatically tracked after obtaining The Story of One Lecture side quest;
  • Fixed the issue with redundant icon for Property Deeds clue in Children of Satan main quest;
  • Fixed the issue where autosave for a combat encounter in Front Page side quest was missing location name;
  • Fixed the issue where one of the crucial lines in dialogue was not marked accordingly during Front Page side quest;
  • Fixed the issue where two of the dialogue lines during Front Page side quest could be repeated endlessly;
  • Fixed the issue with incorrect trail leading to Wanda during certain objective in Dangerous Friends main quest.
Until June 8th you can now get The Thaumaturge with 25% discount:

Take care,
Fool's Theory and 11 bit studios
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,594
Location
Brazil
holy fuck this guy is BASED! I can't tell who the bad guys are supposed to be yet

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frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,594
Location
Brazil
Just won a fight against 3 guards at full HP, but still lost in the cutscene afterwards, this is just like my JRPGs!!!
 
Joined
Mar 28, 2014
Messages
4,234
RPG Wokedex Strap Yourselves In
Finally beaten the game, after buying it right after the release. I'd rate it 6/10 overall. The game has some good ideas, but is generally mediocre and undercooked. I'd still play a sequel if word of mouth said that it's a great improvement upon the original. Still, I'd recommend buying it at a large discount simply to check it out.
My observations:

-The "adventure" system simply sucks. You just mindlessly click right click then click on objects to advance the plot. At this point it would be better to make a game either into a proper point and click adventure or a visual novel. You spend almost half of the game following the read thread activated by this game's equivalent of detective vision. Stopped reading item descriptions halfway through the game and focused on dialogue. It wouldn't hurt the game if the players were to just follow the quest marker instead of having to click on random objects to make it appear.

-Combat system is simple but rather intriguing. Very liberal use of different statuses makes it more engaging. Still rather easy, the only fight I struggled on hard was the final boss. Too bad it's crippled by rather bland selection of foes. Or rather representation of such. They all have different stats and attacks, but most of the enemies you fight are random thugs, Russian soldiers and "shadows" of random people you encounter. Their abilities rarely thematically fit the people who use it so the entire thing seemed a bit arbitrary. Final battle is a highlight, it's gimmicky but fun. Other RPGs could learn from it. Spoilers:
During the game you collect spirits called "salutors". In the final battle main boss gives you unique and often crippling status effects based on each of these. You can "release" the spirit, losing an ability to use it later in a fight to remove it and restore your health. So you need to think how long can you afford to keep your favorite spirit and release them at appropriate time either to get it of a very bad condition or to regeain your health.

-Overall everything about the game feels a bit arbitrary. Why do some soldiers have only 2 stamina points while others have 7? They don't seem that tough. Why do some attacks slow me down or remove more stamina than health? They all look like standard punches, slashes and shots. There are 4 aspects of magic: heart, mind, word and deed. Why? Why does the heart dimension boosts my light punches, and mind boosts my heavy punches? It makes the game world lack some weight.

-The devs had done pretty good job researching the setting and including it in the game AFAIK. They've really tried to put as much of the early XX century Warsaw in the game as possible. On the other hand It don't think that the setting is a very excited one. You spent almost entirety of your adventure in a single city and fight random lowlives. To make it even more realistic most of the time you don't even fight to the death. You just get into random scuffles that could be cut from the game entirely.

-Salutors are rather unterutilized. Basically the entire idea behind the game is that wizard called Thaumaturges exists. They are able to control Salutors, which are spirits who can possess people with certain vices they're interested in. Thaumaturges are unique in that instead of being possessed by salutors like most people they learn to control them and even use them to affect minds of other people. Sounds intriguing but the game doesn't really do much with them. You can't fight salutors directly. When you challenge one you fight shadowy versions of some random people, while Salutors hang out off-screen and helps them with their abilities. There aren't any Wizard duels in the game, despite the fact that model already exists for some non-playable Salutors. Not only that, unlike actual ghosts (or Personas or Stands) salutors cannot affect physical environment most of the time. Which means that most of the interesting stuff happens just in people's heads.

-All of this would be forgivable if at least the writing was good. Alas, it's not really that great. The main plot is rather uninteresting. Most of the time nothing is really happening. You just walk around town, talk to an NPC, learn that you need to talk to a different NPC, go to that NPC, get bothered by random thugs, fight them and continue on your way. There are less than a dozen interesting events in the entire game. It's hard to overstate how uneventful the game is. It might be similar to Disco Elysium, but DI had a colorful cast of characters and a rather intriguing plot (at least before the ending). Here everything just feels bland. And most of the time it doesn't feel like there is any plot. Just a bunch of characters trying to do their stuff when an MC bumps into them.

-Instead of your typical morality slider you can either feed your pride or not. This locks you out of some choices and from what I've heard unlock others. A bit more interesting than your standard good boy/bad boy meter but like most other aspects rather undercooked. Despite being explicitly lined to heard dimension, feeding this flaw doesn't increase, nor does it have any effect in combat. If the sequel fleshed it out a bit, and for example made you choose between many different flaws and have these flaws actually take some effect outside of dialogues it would be a straight upgrade over current morality meters.

-Polish dubbing really adds to the game, at least if you're Polish.

Now some spoilers:
The plot feels really underwhelming on all fronts. None of the plot points feel connected to anything else. We help Abaurycy and the only thing he does it help us in one fight at the end. Rasputin is advancing his master plot in the background, and he only needs us to fake one miracle in a quest we are railoraded to do for him, even if we don't trust him at this point. Guess this can be explained by his quasi-mind control powers. Viktor's father death is just a result of revenge of a local Jew and isn't connected to anything else that happens in the game. Except to have the player look for a missing grimoire. The grimoireis held by Konechkin, who's not really involved in the plot and isn't really planning to use it for anything. He pops-up here and there and is then quickly disposed of. If you follow Coterie Rasputin's plan is only relevant because he wants to mindfuck Tzar at the same party as your completely unrelated mindfuck attempt.
 
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Vatnik Wumao
Joined
Jan 29, 2019
Messages
15,618
Location
Niggeria
A lot of the problems with under utilization of salutors and how mundane combat is rise from the setting of the game. Normal people can't perceive salutors at all. Only wizards can actually see the magic. So when a salutor rips and tears, that's not actually what's happening in the real world. And since wizards are so rare, by necessity 99% of enemy encounters have to be mundane.

The exception to this is the final boss who freely admits he doesn't really know how his own powers work and what he's doing is just hypnosis. It's just annoying when the supposed expert wizards don't understand how he manages it either.

The characterisation is odd. Wizard guy isn't political, yet the supposed main love interest is a militant socialist. Wizard guy just sort of drifts along, leaving most of the narrative directionless.
 
Joined
Mar 28, 2014
Messages
4,234
RPG Wokedex Strap Yourselves In
Why? Why does the heart dimension boosts my light punches, and mind boosts my heavy punches?

You understood more than I did about the stats. :lol:
The weirdest bit is that you need to form an infernal pact with a demon in order to punch harder, instead of just lifting at the gym.
Or why do you demon to stop some enemies from reducing incoming damage by 80%. How do normal people deal with them? How can they even live around night-invincible hobos?
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,007
Why? Why does the heart dimension boosts my light punches, and mind boosts my heavy punches?

You understood more than I did about the stats. :lol:
The weirdest bit is that you need to form an infernal pact with a demon in order to punch harder, instead of just lifting at the gym.

I dunno where I live that sounds like the leftist worldview. Lifting is gross, do some satanic (but still secular!) rituals instead, that's way cooler.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,004
Location
Free City of Warsaw
So, recently I completed the Thaumaturge.

The good:
the setting of the story, Russian-occupied Warsaw of 1905 is beautifully recreated based on historical photos and other visual evidence like paintings and sketches. The 8 diverse neighborhoods available for exploration give an insight into the city that is no more. A place where Poles, Russians, Jews, and also some Germans and Tartars coexisted (more or less peacefully). You can feel the multicultural character of old Warsaw and experience the city in all its grandeur and squalor.
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The city changes dynamically, not only with the day and night cycle but also with the course of events. When political unrest begins, the streets become empty, historical monuments get defaced and inhabitants of the more unruly neighborhoods start building barricades. After a terrorist attack people gather to mourn the victims etc.
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In general, the devs managed to craft a setting that feels alive and worthy of exploration. On every map there's something interesting to find and if you search for clues, you can discover even more.

This is probably the first game that presents historical Warsaw with so much love and fidelity.

The so-so:
The premise of the story is much more interesting, than the story itself. The main character, the titulary thaumaturge (basically a sorcerer able to read people's thoughts and feelings from their items, but also skilled in locating and binding demons to his will) Wiktor Szulski returns to Warsaw after a long stay abroad, having heard the news of the mysterious death of his father, with whom he shared the magical gifts. After more than 15 years spent in Western Europe and Asia, he finds his home city - and the third largest city of the Russian Empire - in political turmoil. The Tsar Nicholas II with his family are visiting, Ochrana - the imperial secret police - is arresting people left and right, searching for socialists, revolutionaries and other hostile elements, and there is also this mysterious Russian monk, Rasputin, whom Szulski befriended in South Caucasus, and who for some reason decided to travel with him.
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There are many plotlines both political and unnatural in nature. Szulski seeks to uncover the cause of father's death and find the infamous Black Grimoire where he stored all his magical knowledge, to reestablish relations with his estranged sister (who inherited most of the father's considerable wealth) and with a childhood friend (who in the meantime became the prince of Warsaw's criminal underworld). He quickly gets entangled into the activities of the Polish Socialist Party, the famous PPS that would later be instrumental to reclaiming of Polish independence. He is also being investigated by the officer of Ochrana, the mysterious Konieczkin, who seems to have known his late father quite well.
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Of course, there are also numerous sidequests and side activities. Szulski may use his unnatural skills to find a serial killer, murdering people in the poor district of Powisle. He may get involved in a gang battle over the control of Rozycki Bazaar or take part in secret lectures of the underground Flying University. Or he may simply take part in a night-long voyage through the shady taverns and clubs with an old friend, surviving numerous adventures on the way. And last but not least, he may hunt for view points which rewards him with a 'post card' of some iconic location of Warsaw. There are lots of collectibles in the game, from the postcards, old records to sets of elegant uniforms. The game simply invites us to explore its many aspects.
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The story also allows the player some freedom. We may decide how Wiktor shapes his relationships with various characters. Depending on our choices, they may later offer aid, or even die, depriving us of their support. There are plenty of opportunities for making friends and later backstabbing them, withholding and breaking oaths, taking revenge or leaving it in the hands of others. The story rarely forces our hand. Wiktor Szulski can make political declarations or stay apolitical. Even when confronted with a suspiciously modern statement from a certain socialist: "I plan to overthrow the patriarchy. Would you like to join?" he can enthusiastically agree, avoid the answer, or state that he won't because the patriarchy serves him well. Curiously, the last option, which I of course chose for the luls, does not close the path towards the romance with said lady.
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And yet for all its richness, the story simply isn't all that interesting. During the playthrough I could not resist the feeling that having such great material, the devs could cook something much more fascinating and engaging. With a few exceptions, the writing and dialogue is inferior to that of Disco Elysium (which seems to have served as one of the major inspirations for The Thaumaturge). And the solutions to various plotlines simply don't hit hard enough.

The demons (here called the Salutors) are an interesting concept and the most interesting part of Wiktor's magical abilities. Szulski starts the adventure with one bound to him since the early age and later manages to bind more to his will. It is a very taxing process that each time leaves Szulski exhausted and on a brink of mental breakdown (it also lowers his stats). Fortunately, thanks to Rasputin's aid (in a form of hypnosis) Szulski manages to regain mental stability and continue his hunt for more demons. There are 8 altogether, each with his own powers and abilities. Some of them can be found and tamed during the main questline, some are hidden in side quests and can be missed if the player isn't thorough enough. Though immaterial (with a single notable exception), they aid Wiktor in and out of combat. However, before they can be claimed, they will fight with all their might, using henchmen (called "shadows") and their own magical powers.
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Interestingly, the salutors are closely tied to the RPG system. Szulski has 4 main statistics: Word, Heart, Mind and Deed. Each of those can be increased with skill points earned at level-ups. However, each statistic is connected to two salutors. Until Wiktor binds a salutor to his will, he cannot advance a skill above 3 and later 6. Yet here is the thing: sometimes the plotline gives Szulski an option not to bind a salutor, especially when another thaumaturge is engaged who wishes to claim the demon for himself. While it is sometimes beneficial storywise to allow others to bind salutors (on at least one occasion it saves the life of a plot-critical character) it also closes one of the paths of Wiktor's advancement. And statistics are useful both in combat and outside of it, allowing Szulski to gather valuable clues and come up with conclusions, that allow for non-violent solutions to certain quests.
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The salutors are a great idea but they are also very underutilized. Yes, they take part in combats and sometimes it is possible to use their psychic power to manipulate certain individuals, forcing them to change their way of thinking. However despite the fact there are numerous thaumaturges in the story - it seems only Wiktor controls multiples demons. Some mages might try to claim a second one (if Szulski allows them and not grabs it for himself), but other than that, he's unique in this ability, most likely thanks to friendship with Rasputin. We also never get to fight hand to hand with the only salutor that can take material form, which is a great loss in my opinion, because it would provided a much needed variaty in combat scenarios.

The gameplay is similar to Disco Elysium: it consists mostly of exploring locations, interacting with points of interest (both visible at first sight at those that need to be discovered via Wiktors Witcher senses thaumaturgical perception), talking to people, solving skill checks - there are no dices here though, Szulski either has an adequate level of Word, Heart, Mind or Deed or he cannot perform a given action or discover a clue. Of course, what differentiates The Thaumaturge from ZA/UM's game, is the fact that there is also combat. Certain fights are tied to the main questline or the side quests. Others are tied to exploration - sometimes Wiktor simply walks to the wrong alley at the wrong time. Sometimes the gameplay becomes really monotonous and a bit boring. There are good parts there but sometimes it simply takes to long to reach them.
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Visuals - Thaumaturge is obviously a AA project with a limited budget, and it shows. The locations are beautiful, the demons well-designed, scary and unnerving. However, the character models are stiff and poorly animated. Their movements seem unnatural and they don't really know what to do with their hands. The more static the scene, the better it looks. Faces of human characters range from quite humane to extremally goblinoid. Also, some of the faces (usually the more ugly ones of poor denizens of Warsaw) are reused for different secondary characters, although with the immense scale of the cast it is somewhat understandable. All in all, it's a pretty mixed bag. If what's your after is next gen visuals, better stay away from The Thaumaturge.
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Music on the other hand is very atmospheric and gloomy. The devs also managed to effectively use limited number of tracks.

The bad:
Combat is probably the worst part of The Thaumaturge. It's turn-based and mechanically not too bad: you can concentrate either on lowering hps of your foes, on lowering their focus (that opens them to a particularly deadly finishing strike) or showering them with status effects. And the enemies will do the same to Wiktor (who usually fights alone, sometimes accompanied by a single, computer controlled ally). There are numerous skills with several levels of advancement. Special attacks can be upgraded with additional effects. The main issue here is lack of enemy variety. Wiktor always fights against human enemies, only sometimes supported by a hostile salutor - those scenarios are much more challenging and tactically demanding and it's a pity there are only several such battles throughout the whole game. Fighting against numerical superiority can be difficult but only in the early stages of the game. Once Szulski gathers a collection of salutors he will simply own each battlefield, having the right answer to any hostile action.
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So, is The Thaumaturge a good game? Well, that depends, for whom.
For combat enthusiasts - probably not. They will quickly get bored by the limited variety and challenge level of the combat encounters.
For story enjoyers - it may be an interesting, yet slightly underwhelming experience.
For fans of reactivity - The Thaumaturge offers a lot of choices and consequences. Some of them fatal. The game has 12 wildly different endings, some good, some bad, most bittersweet. There are a lot of variables, hence ample opportunities for replayability.
For those that above all else value atmosphere and worldbuilding - the game will be pure joy.

However what I valued most of all was the loving recreation of old Warsaw. This is a game committed to historical fidelity - not on the level of Kingdom Come: Deliverance, but outside of Warhorse few other studios can compete with Fool's Theory in this aspect. So, if you love history and are bored with more conventional fantasy settings - by all means, give The Thaumaturge a go! You might find it much to your liking.
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whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,654
Location
bulgaristan
Codex Year of the Donut
by all means, give The Thaumaturge a go! You might find it much to your liking
I got a few quickshot questions.

Did you ever get stuck, be it due to some combat puzzle or because you couldn't find the "point of interest" to drive the plot forward?
Did you encounter any adventure game logic, like you need to put the spoon in the soup in the mail in the milkman's ass to proceed?
I do get very annoyed these days if I am stuck and just crash into a wall a few times, not knowing what to do.

What's the time to beat the game? Should I expect to play from start to finish in one effort, or revisit it in a month or what?

And, to you and to anyone reading, does it run on the Steam Deck? If yes, how well does it control?

----------
I still have this on my wishlist after playing the demo, and in it there wasn't really much choice. A few things had to be clicked. You had to click all of them to proceed. The game ran like ass.
From your review, it seems improved.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,004
Location
Free City of Warsaw
by all means, give The Thaumaturge a go! You might find it much to your liking
I got a few quickshot questions.

Did you ever get stuck, be it due to some combat puzzle or because you couldn't find the "point of interest" to drive the plot forward?
Not really. Although I had to repeat some combats several times (the final one like 6 or 7 times) to find the winning tactics.
Did you encounter any adventure game logic, like you need to put the spoon in the soup in the mail in the milkman's ass to proceed?
Sometimes you need a proper item to move things along, but when that happens the connection is logical. Locked doors are opened by keys, grimoires are useful during magical rituals, photos can make someone talk about past events.
Of course Thaumaturge has also other uses for items. It's enough for him to touch a woman's purse to learn her foughts and emotions when she was carrying it. It's enough for him to touch an ashtray to understand whether the cigarette was thrown into it in anger and he may even sense who threw it.
I do get very annoyed these days if I am stuck and just crash into a wall a few times, not knowing what to do.
I don't remember such a moment in the game. When you cannot advance a certain questline for now, the quest journal informs you that you need to wait for the events to develop.
What's the time to beat the game? Should I expect to play from start to finish in one effort, or revisit it in a month or what?
According to HLTB the main story takes about 15 hours, while if you want a completionist playthrough, you would need about 34 hours. I completed the game in 31 hours, did every quest I could find. Of course I reached only 1 of 12 endings, so if I wanted to reach all of them... you get the picture.
And, to you and to anyone reading, does it run on the Steam Deck? If yes, how well does it control?
Don't own a Steam Deck, but the game isn't very demanding for the system, so I don't see why not. You may control Wiktor's movements by mouse or by WASD keys, so it's likely SD's controller will be okay for that. However since I never got an opportunity to test the game on SD, don't quote me on this please.
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I still have this on my wishlist after playing the demo, and in it there wasn't really much choice. A few things had to be clicked. You had to click all of them to proceed. The game ran like ass.
From your review, it seems improved.
Yes, there are a lot of choices in the game, sometimes they bite you in the ass 10 hours later. When I found that through my decisions I condemned an important character to death I was quite ashamed of myself :)
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
Finally beaten the game, after buying it right after the release. I'd rate it 6/10 overall. The game has some good ideas, but is generally mediocre and undercooked. I'd still play a sequel if word of mouth said that it's a great improvement upon the original. Still, I'd recommend buying it at a large discount simply to check it out.
thanks. you saved me money.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,881
Location
Le Balkans
Constant clicking to uncover points of interest was a dealbreaker for me.
Also, IMO its not a proper RPG, but a adventure game with rpg elements
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,004
Location
Free City of Warsaw
Constant clicking to uncover points of interest was a dealbreaker for me.
Also, IMO its not a proper RPG, but a adventure game with rpg elements
Lets see:
Character development via accumulating exp and increasing stats,
Stat checks,
Exploration
C&C that lead to multiple endings
Turn-based combat (condition only for combatfags, but I mention it for the record).

On the other hand, complete lack of adventure-like puzzles.

Yes, a pureblood rpg. Does not have any DNA of an adventure game.
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,484
Constant clicking to uncover points of interest was a dealbreaker for me.
Also, IMO its not a proper RPG, but a adventure game with rpg elements
What makes something "a proper RPG" then? Because the last time I heard the most important condition was for a game to have combat (regardless of how shitty). This game has combat (nevermind all the other stuff that Lord_Potato listed already). What more do you need?
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,004
Location
Free City of Warsaw
Constant clicking to uncover points of interest was a dealbreaker for me.
Also, IMO its not a proper RPG, but a adventure game with rpg elements
What makes something "a proper RPG" then? Because the last time I heard the most important condition was for a game to have combat (regardless of how shitty). This game has combat (nevermind all the other stuff that Lord_Potato listed already). What more do you need?
I guess the rule for some people is "The game I don't like => not RPG"
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,007
Constant clicking to uncover points of interest was a dealbreaker for me.
Also, IMO its not a proper RPG, but a adventure game with rpg elements
What makes something "a proper RPG" then? Because the last time I heard the most important condition was for a game to have combat (regardless of how shitty). This game has combat (nevermind all the other stuff that Lord_Potato listed already). What more do you need?
I guess the rule for some people is "The game I don't like => not RPG"

Better than, "The game I DO like = RPG, because I like it."
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,004
Location
Free City of Warsaw
I guess the rule for some people is "The game I don't like => not RPG"

Better than, "The game I DO like = RPG, because I like it."
As I already stated, it is an RPG because it has:
Character development via accumulating exp and increasing stats,
Stat checks,
Exploration
C&C that lead to multiple endings
Turn-based combat (condition only for combatfags, but I mention it for the record).
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
314
Nice review, Lord_Potato the only thing I'd add is that something was definitely lost in translation, as the dialogue doesn't sound natural in English. Fool's Theory is Polish, right? Did anyone play the game in Polish? If so, does the writing improve, comparatively?
 

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