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Torment: Tides of Numenera - Legacy Edition Upgrade

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3.4/5

( 6 Reviews )

3.4

6 Reviews

English
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Torment: Tides of Numenera - Legacy Edition Upgrade
Description
Torment: Tides of Numenera is the thematic successor to Planescape: Torment, one of the most critically acclaimed and beloved role-playing games of all time. Torment: Tides of Numenera is a single-player, isometric, narrative-driven role-playing game set in Monte Cook’s Numenera universe, and brough...
User reviews

3.4/5

( 6 Reviews )

3.4

6 Reviews

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Product details
2017, inXile Entertainment, ...
Description
Torment: Tides of Numenera is the thematic successor to Planescape: Torment, one of the most critically acclaimed and beloved role-playing games of all time. Torment: Tides of Numenera is a single-player, isometric, narrative-driven role-playing game set in Monte Cook’s Numenera universe, and brought to you by the creative team behind Planescape: Torment and the award-winning Wasteland 2.
  • A Deep, Thematically Satisfying Story. The philosophical underpinnings of Torment drive the game, both mechanically and narratively. Your words, choices, and actions are your primary weapons.
  • A World Unlike Any Other. Journey across the Ninth World, a fantastic, original setting, with awe-inspiring visuals, offbeat and unpredictable items to use in and out of battle, and stunning feats of magic. Powered by technology used in the award-winning Pillars of Eternity by Obsidian Entertainment, the Numenera setting by Monte Cook provides endless wonders and impossibly imaginative locations for you to explore.
  • A Rich, Personal Narrative. Thoughtful and character-driven, the story is epic in feel but deeply personal in substance, with nontraditional characters and companions whose motivations and desires shape their actions throughout the game.
  • Reactivity, Replayability, and the Tides. Your choices matter, and morality in the Ninth World is not a simple matter of “right” and “wrong”. You will decide the fates of those around you, and characters will react to your decisions and reputation. The result is a deeply replayable experience that arises naturally from your actions throughout the game.
  • A New Take on Combat. With the Crisis system, combat is more than just bashing your enemies. Plan your way through hand-crafted set-pieces which combine battles with environmental puzzles, social interaction, stealth, and more.

inXile entertainment Inc., 2727 Newport Blvd., Newport Beach, CA 92663. Copyright 2016 inXile entertainment Inc., Torment, the Torment: Tides of Numenera logos, and inxile entertainment and the inXile entertainment logo are trademarks or registered trademarks of inXile entertainment Inc. in the U.S. and/or other countries. Copyright 2016, inXile entertainment, Inc. All Rights Reserved. The Numenera campaign setting is property of Monte Cook Games LLC.

Goodies
soundtrack (FLAC) map From the Depths novella - Blue From the Depths novella - Gold soundtrack (MP3) ringtones
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Game details
Works on:
Windows (7, 8, 10, 11)
Release date:
{{'2017-02-28T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}

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audio
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Overall most helpful review

Posted on: March 2, 2017

benzeneboy

Games: 102 Reviews: 6

Broken promises, content - buyer beware!

I was very excited for this game when the kickstarter was announced (4 years ago!!!) and backed it for $250 dollars. I have been playing isometric crpgs since the 90s, and have always loved games like Baldur's Gate 1&2, Icewind Dale 1&2, and of course Planescape: Torment, the game that originally inspired this one. This review is both a commentary on the game itself, as well as inExile as a company. First, to inExile - you can skip a few paragraphs below if you're just interested in the game. In 2013, inExile was happy to take backers money to make this game, and slated the delivery for T:ToN in December of 2014. They made about four times as much money as they set their funding goal at, and as stretch goals made many promises about added content to their backers. Ultimately, it seems that many of those promises have not been kept, which is disappointing, but forgivable if the game is well-made at the end of that process and the company is communicative with the people who helped to fund the project. However, after the kickstarter funded and pledges from people like me were locked in, inExile announced that they were changing the combat system from Real-time-with-pause (RTwP) to Turn-based (TB) mechanics. They announced that this was to better fit the mood of the game. That claim is very dubious, as the 90s game that they are basing this sequel off of (Planescape: Torment) has a RTwP combat system. "What can change the nature of a game?" Well, an obvious answer would be to change one of the fundamental mechanics of the game. Personally, I would never have donated money to inExile for Torment had I known they were planning to make a TB game. But why would inExile make such a fundamental change for a fan-funded game that so many people felt so passionately about? At first, this was not obvious, and it really wasn't until the game was coming close to release that I really understood. From a business standpoint, RTwP combat-based games have one major issue. They require a mouse and keyboard, and are therefore mostly a PC-friendly market. TB games, on the other hand, are easily adaptable to controller-based game play and have a wider distribution on consoles. Since inExile is releasing XBox ONE and PS4 adaptations of this game, it is fair to say that they chose to screw their fan-funders for a market friendly combat system. Adaptations to new systems cost money, and so it is even more frustrating to find that inExile has cut a massive amount of content from this game that was promised during the fund-raising phase on kickstarter. Over a four year development cycle, they made no announcements to their backers about cut content, even though it is now clear that they spent a lot of that money that was supposed to be used to create that content on console ports, and actually only let backers know that anything had changed in the game about a month before the game released. The cut content included promised characters, an entire city, and while I personally have not finished it, reports indicate that the game is relatively short for a crpg. During that time without communication to their fans about the dropped content, inExile raised millions of dollars from two other crowd-funded projects - Bard's Tale IV and Wasteland 3. In addition to cuts from the game, inExile also gave a worse deal to fans who purchased a collectors edition during the kickstarter than those who purchased it at release, and also cut a promised Italian localization in order to ship this game to consoles. Game Review: Story 9/10: This is where this game shines - it is well written and the interactions between objects/characters in the game is fascinating. In places it is badly in need of an editor, but after playing for about 5 hours, it is clear that the game story lives up to - but does not surpass - the game that it is trying to emulate. The protagonist is not as well characterized as the Nameless One from PS:T, which detracts from the immersion. The major focus of this game is to tell a unique, strange story in as much depth as it can, and it succeeds in keeping your interest. If you like to read, 95% of the game play is reading text in the vein of a choose your own adventure novel. Well done here. Graphics/Interface 5/10: There is no way to change how fast the interface moves with a mouse scroll - presumably because the game has been adapted for console-controller play. This is inexcusable, as the game is run on the Pillars of Eternity engine, a game that was released in 2015, and that game had the option to adjust the mouse scroll. The 2D backgrounds are beautiful, the character models and animations are not. Character's momentum/inertia during movement is incredibly distracting, and the strange need for the camera to follow your character is very odd for this style of game. Altogether, these things add up to a very frustrating interface that slows the pace of the game down. For a game with a 4 year development cycle, it feels like I am playing an alpha build. Combat 2/10: Even for a TB game, the combat mechanics are incredibly weak. Divinity OS, which I played for a very short amount of time, had an excellent TB system that used action points to define your movement and abilities. You could do anything in any order, so long as you had sufficient AP to perform the task. Torment uses a simplified mechanic where each character gets one movement and one action. When you choose an action, or move your character, there is no way to confirm it or take it back, so if you misclick, you are screwed. By modern standards, this is just pathetic. Additionally, in virtually every combat you will find yourself highly outnumbered, and this is the game's way of telling you that you should just settle everything with conversations. If you do find yourself in combat, you need to win on the first round, as the enemies will simply target your protagonist on their first available turn and kill him/her, sending you to the mind labyrinth. Additionally, because combat is fairly rare, you will most likely have no idea how to use your abilties to their full effect. This is incredibly disappointing, as the other crpg revival game that is currently on the market, Pillars of Eternity, has a very innovative RTwP combat system that is a true spiritual successor to other isometric RPG games. My other personal beef with TB-combat is that it is SOO SLOOOW!! RTwP battles can be finished in just a few minutes, even when the combat is challenging. TB always takes considerably more time, even for trivial battles. Torment is no exception to that rule. Torment is not a bad game, but it doesn't feel like it is a finished game. It would be an excellent game if it had been released 20 years ago, but compared to all of the other crpg nostalgia releases that have come out over the past five years, it is one of the weaker ones. This is many due to clunky interface, and poor combat mechanics. I'm very disappointed that inExile chose to enhance their distribution instead of trying to stay true to what their fans wanted. This half-baked game is the result. I will not be supporting them in the future.


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Posted on: February 28, 2019

CaptainUpQuark

Games: 192 Reviews: 4

Flowery Words / Soulless Experience

There's something to be said about the format of video games, which enables it to use visuals to paint its picture. In its predecessor, you awake on a mortuary slab with a single line of dialog from a particularly chatty floating skull. In Torment: Tides of Numenera, you're welcomed to a dark screen accosted with a wall of text, which bludgeons you with verbosity. Forgettable. Uninspired. Gameplay: 6/10; It opts for turn based strategy in lieu of its Real Time with Pause Predecessor, which isn't terrible, and there are plenty of options in the battlefield, which allow the player to take full use of their skills. It pales in intellectual depth and entertainment value when compared with its contemporaries, such as Divinity Original Sin 2. It functions. It works, albeit in a slow and meandering way. Ambiance: 7/10: On one hand, the world is rife with lush backgrounds (10/10), conjoined with lackluster character models (6/10), that are uglier than PS:T models. The audio, is muted and boring (3/10), and overall forgettable. Story: 3/10: As is, the world is interesting, in a disheveled, disorganized kind of way--but that is exactly the problem: the story takes a backseat for narrative dumps and short stories. Its not badly written. There are some clever dialog choices, and alternative routes to complete quests, but the overarching narrative is dry, boring, and stale. The writers waste their time 'Telling' us about the world of Numeria, but neglect to simply 'show' us it--and allow the player to organically experience it. The companions are likewise a victim of neglect. Its predecessor had well designed characters, each with their own unique look and personalities, which made them stand out in the crowd. Here, they're about as plain and boring as can be, and as emotionally deep as a puddle. Is it a worthy successor to PS:T? No. Its as much a 'spiritual successor' insofar as it is a marketing ploy, in hopes that your nostalgia overlooks its deep flaws.


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Posted on: July 1, 2017

miracle.flame

Games: 303 Reviews: 61

A mess

This is what you get for over-financing a project way before the job is done. Huge PS:T lover here who backed this by 130€. I really did not expect much, but I hoped I would at least like this. I could not finish the game half way through. If you have to try hard to keep your interest in the story, characters and the world then there is something terribly wrong with the writing and atmosphere. And it's not like my tastes have changed. I've played PS:T two years back and I've been blown away even more than ever before - that's how brilliant the writing and atmosphere was. But I've approached TTON as a completely standalone piece of art with no association to PS:T. I was thinking that will prevent my disappointment. Boy I was wrong. Actually any resemblance and respect to PS:T is what helps this game to stay above water surface. Otherwise the writing here is just overly complex, overly flowery, overly mysterious, overly abundant and in the end overly unnatural, overly soulless and overly boring. I also blame audio management for the lack of atmosphere. I've written exhaustive letter to devs and they pretty much ignored every single point even clear bug reports. That's what you get for backing. The score is composed.. or better yet the audio mixed and processed in a way that the result sounds very flat and featureless without any noticeable dynamics or remarkable details and memorable moments as it was in PST. Not only it's barely noticeable but during dialogues where you spent over 70% (!) of all time someone decided it would be good idea if the music is all muffled and almost muted. What is the point of musical score when you spent literally hours and days listening to it in this muffled state? The ambience of people in the area is lacking heavily. Something I loved about PST that you could hear and FEEL you are in a city full of people around you. In Tides people are silent. You go in a tavern and the place is more dead & silent than mortuary in PST!


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Posted on: February 16, 2019

andre-loves-games

Games: 0 Reviews: 1

Masterpiece

I see a lot of negative revies here but let me say I ansolutely loved this game. From the story, to the combat and dialogue (lots of it and sometimes more than necessary but still enjoyable) The Pillars of Eternity technology was perfect for creating the ninth world and there were so many weirdly fascinating things to explore and interactive with which stayed true to the word and setting built by Monte Cook. The story was great and had me sucked in from the get go. I spent a whole week playing this game at every chance I got and I found myself unable to pick up anything else. I’m very hopeful for a sequel as I believe the game (same goes to most out there) can be improved upon e.g PoE 1 to PoE 2. InXile entertainment I just want to say, well done and also thank you. Thank you for letting me in to your world and I’ll be keeping am eye out for what’s next.


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