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Torment: Tides of Numenera - Immortal Edition
Torment: Tides of Numenera - Legacy Edition
You are born falling from orbit, a new mind in a body once occupied by the Changing God, a being who has cheated death for millennia. If you survive, your journey through the Ninth...
You are born falling from orbit, a new mind in a body once occupied by the Changing God, a being who has cheated death for millennia. If you survive, your journey through the Ninth World will only get stranger… and deadlier.
With a host of strange companions – whose motives and goals may help or harm you – you must escape an ancient, unstoppable creature called the Sorrow and answer the question that defines your existence: What does one life matter?
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.
Extras
Inhalte
Standard Edition
Legacy Edition
Immortal Edition
Handbuch
Soundtrack (FLAC)
Karte
From the Depths novella - Blue
From the Depths novella - Gold
Klingeltöne
Konzeptgrafiken
forum avatars
strategy guide
Hintergrundbilder
From the Depths novella series
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If you're ready to do a *lot* of reading to enjoy the rich world building and can set aside the simplistic game mechanics, it's pretty fun. Gorgeous graphics and interesting story.
If you are going to call a game a "spiritual successor" to another game, especially a game as legendary as Planescape: Torment, it is best to not change fundamental game mechanics from the original. I was a huge fan of PS:T. Part of the reason I liked it (among many other things) is because I like the RTwP mechanics. Turn based just isn't my thing.
When you try to expand upon legendary games and move away from fundamental things that made the original game great, you end up with things like Deus Ex: Invisible War... or Tides of Numenera.
I loved Planescape: Torment. When I heard Torment: Tides was coming out, and I was very excited to revisit a world that was touted as the "spiritual successor" to one of the best RPG's in history. Unfortunately, my excitement was not warranted.
I really tried to hang in there with this game. I managed to soldier through all the way to what I'm assuming was the end battle. But after dying, I just couldn't do it anymore. The game just isn't fun.
The writing is good, and the universe that's been created seems at least somewhat interesting. However, in terms of game play there "is no there there". I don't mind reading flavor text and in-game content in RPG's - been doing that for years. But Torment takes it too far. This game is more like reading a novel than playing a game. As a matter of fact, huge areas of the game take place SOLELY with still photos and large blocks of text. It's like a choose your own adventure game.
I do hope the developers get a chance to make a second game in this universe, as there is potential there. Unfortunately, they missed the mark with this effort. It seems rushed and half-finished, and I felt that the producers were more interested in writing a novel than they were in making a game. Maybe they should've done that.
This is very much a matter of personal taste. As such, I'll write a bit about what I like, so you can estimate how much your taste overlaps with mine:
My favourite game is Planescape: Torment (alonside Brian Reynolds' Alpha Centauri and Homeworld).
I like a good story and good writing in many of my games (though I won't shy away from Factorio, KSP or Minecraft). I also like the Numenera setting and mechanics, and have roleplayed a tiny bit IRL using it.
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Tides of Numenera presents itself as a spiritual successor of Planescape: Torment. I feel that it fails short of its predecesor in many ways, chiefly in the quality of its writing and that of its story.
Let's pause here for a moment. I feel the writing in Planescape: Torment is the best in any video game I've seen. Torment: Tides[...] has merely good writing, sometimes excellent, but it falls short of Planescape: Torment.
The story itself is less interesting - I simply care less about the main conflict - although the sidequests are fun. The characters are less memorable than those in Planescape. But: it's hard to equal Chris Avellone's writing and FemSheps's (I mean, Jennifer Hale's) voice acting.
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Compared to the Best Game Ever, it falls short on every account (except combat mechanics, which are improved).
Is it a good and fun game on its own? Yes. Engaging, enjoyable and relatively well-polished on release. 8.5/10.
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As a final note: the game feels like a game made by fans. Something akin to Pandora and Civ: Beyond Earth compared to Alpha Centauri. And, well, fellow creators the creator seeks, not fans.
Saying the above in another way: it feels like the game tries to recapture Planescape: Torment instead of trying to stand on its own. Is it a good idea? Never. Is it what I funded on kickstarter, and what was promised to me? Yes it is. Whose fault is it? Mine.
I do understand the disappointment of some of the other users, that the new Torment is not like its predecessor, but that does not make it bad game. First point to understand about this cRPG is that is less RPG and more of adventure game and it is standing on different design pillars than PS:T
Numenera is using a Cypher rpg system - system which is focused on simplification and attention to fluid player experience - no complex formulas, no complicated rules. I have played p&p version several times and I can confirm it really works well. The computer implementation in this case is well done and faithful to its original, but that can be the reason way it can feel too simple and dull. Especially in comparison with AD&D rules used in PS:T offering dozens of abilities and spells. So from this point of view, yes the game can feel simplified.
But the main attraction of PS:T wasn't the RPG, but the story, environment and writing. In this comparison both games are getting closer to each other. There a lot of elements which are ripoff from original PS:T, but are elegantly transfered to new environment. Although the story of the main protagonist is not so interesting and novel as of it predecessor, the game has still lot to offer. I would even dare to say that the story and side quests are just kind of a filler leading your way trough the main attraction of this piece - the world of Numenera.
Trough the p&p original I have come to love world of Numenera and I really like its premise. There is a lot of side information spilled when talking even to most mundane characters and the world itself is explained trough extensive dialogs and clever writing, creating plastic description of its inner regularities and breathing life to it.
So although its focus is different than of the PS:T and could be perceived as a disappointment of direct continuation of its ancestor, it is still a rewarding experience, but it would require a change in your expectations.
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