
Technomancer (PS4) - glitches and observations
Random glitches and observations from Technomancer. Played on the unpatched PS4-version.
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0:00 - Blocking-related glitches.
Normally blocking is only available in the Guardian-stance. However, if you press 'block' and quickly switch to another stance, Zach will begin blocking while in a wrong stance. This looks so smooth that I wouldn't be surprised if blocking with all weapons was an intended feature at some point in the game's development.
0:17 - Something more obviously glitchy you can do with this exploit is to start blocking as you sheathe weapons. This makes Zach block while unarmed. Getting into a fight while unarmed blocking leads to some pretty badass looking results.
0:48 - Another strange thing about unarmed blocking is that turning in place can cause Zach's body to contort hideously. The contortion lasts as long as you are able to smoothly turn the L-stick and keep the glitched turning animation active. For some reason, contorting can only happen the first time you attempt to turn in place while blocking unarmed.
(Not on the video: if Zach starts contorting on stairs or certain cliffs, his body will sink inside the floor for some reason. However, this might just be a visual effect. Saving & reloading while inside the floor returns you back above the floor like normal.)
(Not on the video: another blocking-related glitch is that if you save while blocking, after reloading Zach is still blocking even if you're not holding down any buttons; a pretty harmless input-related oddity.)
1:15 - You're not supposed to be in unarmed mode while fighting against enemies at any point in the game. However, in the tutorials you can force Zach to become unarmed by using the equipment-menu during the fight. Zach has no reaction animations to attacks while unarmed, which looks pretty odd, of course. But he does take damage from everything like normal.
(In case you were curious, Zach doesn't die when his health runs out because it's a tutorial. Also, forcing Zach unarmed using the equipment menu doesn't work in fights outside the tutorial, it seems.)
1:50 - After saving & reloading a bunch of times in the Prologue base, all NPC actors had become displaced. Some were seen sleeping in the air. I still don't know exactly what caused this to happen.
2:07 - Menu & prompt-overlap glitches.
If you first open the Equip-menu and then quickly use a door prompt, you can overlap the menu with the door opening animation. This causes a number of visual glitches, but besides that, if you now quickly switch weapons, Zach also breaks out of the door opening. If you're quick enough, you prevent Zach from passing through the door.
At 2:39 Zach is deep enough in the door collision that the game pushes him out soon after closing the menu. Depending on the type of door (or prompt) a break-out might result in some other extra effects too.
2:43 - Breaking out of climbing a ledge with the same tactic.
3:04 - You can also overlap dialogue with the Equip-menu, although this requires a different timing. Now you got to first use the dialogue prompt and then quickly press the menu open.
Doing this looks pretty weird, but the dialogue works pretty normal regardless. It just continues from the next dialogue choice after you close the menu.
3:44 - You can overlap Equip-menu with the story cutscene that you see when leaving the base for the first time by just attempting to open the menu during the fade to black. It looks even more glitchy than before, but I think the effect is fundamentally the same. After all, regular dialogue and this type of story cutscenes seem to use the same framework.
5:09 - On one attempt the cutscene just straight-up froze. I think this was a softlock rather than a crash, though.
5:28 - A random bug at the arena. Staff turned invisible between rounds. Using a health injection fixed things.