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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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I've just finished T:ToN.
Pros:
* Interesting stat mechanics, where not only stats like health have a drainable pool but also attributes (might, speed, intellect).
* These stats and skills (lore, persuasion, quick fingers etc.) are heavily used in dialogues.
* Alternative solutions in combat (crisis), by dialogue or by interacting with devices.
* Nice visuals.
* Excellent journal.
Cons:
* Quite short. I've played 26 hours while finishing all side quests I could find.
* Quite linear. There are 3 main areas which are visited one after the other. All of them have sub-areas and indoor areas, but all in all in doesn't feel like you have freedom to explore.
For me it was too text-heavy. Of course I wasn't surprised as it was well known before. I skipped a lot of text.
* The setting is just too… strange, complex and mystical for my taste. (Difficult to describe.) You're traveling in your own mind, relive and alter past events through devices, meet strange otherworldly "humans" etc. For mee it's too much. If everything is special, nothing is special. I prefer more classical fantasy (or sci-fi) settings.
* None of the NPC (except companions) have portraits.
All in all I it was fun to play. I've rated it 7,5/10 on my personal fun scale which is a little weaker than PoE, Shoadowrun: Hong Kong, Shadowrun: Dragonfall, and Expeditions: Conquistador, on par with Technomancer and WL2, and better than TDE: Blackguards, Mars: War Logs and D:OS (7/10).
i played this about 11 hours sofar, last time today.
i would not recommend this game, its slow and boring reading simulator really.. in my 11 hours i had only 2 fights and one of those were in tutorial.
Good story and depth in some characters but the world feels pretty alien to me, the language too (cypher, numenera, fettle, tides??).
The world contains very different and unusual places. Good design but some where bland (the mind construct, a flying ground in empty space), some disgusting (I don't want to play in a giant stomach for 2 days).
Places don't offer much interaction.
Items were useless/weird. And there are too many of them. I never used cyphers or artifacts. If you don't fight, you don't need money or items anyways. I just used passive skills, no magical skills as 99% of them are only useful in combat.
The philosophical interpretation of choices makes sense but the representation via color is not intuitive: good, neutral, evil would have sufficed. What means indigo and silver for example?
While the game suggests that choices have impact I did not feel it often during the game. When you interact with the past this is awesome. But all actions in the present? nah. There is even a full choice how to end the game no matter previous choices.
The main character is quite hollow. His purpose could have been fulfilled by anyone (or omitted without changing the story).
I liked the main plot though but you only find out the missing pieces at the very end.
Companions were strange. The first two are shady and in clinch, so I ditched them directly. Matkina was cool and has a background too including banter with several NPCs. Taking the crazy guy who had a crush on her might have been fun but my party was full though I had no clue what to do with the child and the blob. They never mattered.
The RPG system is ok but if you leave out what makes it special you would not miss it.
Combat was tedious, you have to wait a lot. So focus on dialogue, never fight.
Story +1, Graphics +1, Music +1, Sound +0.5, Design +1
-0.5 rules, -0.5 alien world items and language
I round up as I see parallels to Planescape Torment and backed the game. It is good but not a masterpiece.
Alright, so, here's the thing. If you go into this game expecting something like "Baldur's Gate" - your going to be sorely disapointed. If you go into it expecting Wasteland 2, your going to be disappointed. Really, really disapointed. A lot of people who say how much they love Planescape: Torment now forget how universally ignored it was at first, how little money it made, and how many people complained that it had "too many words". I remember, the first time I tried it as a teenager, thinking it was slow-paced and boring, and only coming to love it when I was in college, years later.
This game has more in common with a book series then it does with something like BG2 or Skyrim. Its not something you can go to mindlessly veg. into. Its more like a book you'd curl up and read. Don't think of it as "a really plot heavy version of Pillars of Eternity" - that game is a linear slug-fest compared to this game. Think of this as the greatest, most in-depth choose your own adventure game ever made, the likes of which will, I almost guarantee you, never be made again. Almost everything that happens in this game is dialog-based; and almost every minor NPC has a whole story and life behind them, with multiple branching approaches... if you happen to discover them. And you probably will miss most of it, the first time through.
Here's an example. While it was downloading, I read reviews, and people kept complaining they never encountered any combat, one guy said he hit one combat scene in 12 hours that I read. This didn't bother me, I play RPGs for the story, for the world, for the living another life. So I made an intelligent, charasmatic nano with no combat skills, and a bit of snark. And it let me play that. ....and I got into perhaps 5 combats in the first two or three hours? And had my face BEAT IN every single time. And it wasn't the end of the game, or the end of the world. Like many a spunky literary hero, I picked myself up each time, and kept on going.
I restarted a bit in after that, and ended up not hitting a single combat for what felt like forever, and solved all of my quests in entirely different ways. The second time, as well as the first, I was basically playing an intelligent, charismatic character...just a bit more straitlaced. And everything was different.
I'll admit, when I got my face beat down in combat, I was pretty annoyed. I think its too tough, and it needs patching and balancing. But I can't say it wasn't realistic. I was talking smack and didn't really have the combat prowess to back it up, and reality ensured. I didn't have anything resembling a combat build, I just felt like talking smack instead of avoiding combat. And not many games will play that straight with you.
Likewise, one of the adjustments in this game is that it doesn't play by the rules. In normal RPGs, failure is bad, and success is good. This game doesn't necessarily penalize you for failure in terms of mechanics, or reward you for success mechanically, either. It CAN...but it doesn't necessarily do that. Instead, sometimes failure leads to unexpected opportunities. It tries to be a 'story simulator' in many ways - it wants to give you room to tell a story within the confines of the game, rather then have you play in its story.
Its not for everyone. And its combat system may be a bit too unforgiving - its hard for me to say, given how I played, but I did feel frustrated. But perhaps I deserved to be, with how I was playing. I'll say this - the game has guts, and heart. But thats because its not really a game. Its a four million dollar work of Interactive Fiction.
And I doubt anyone will ever make something like this again.
As far as books go, this is one of the better ones. It was interesting to read it and see where the author would take my characters next. The characters in this story have their own personality and sometimes, you can distinguish them from dialogue alone.
Still, this is not a good game. In games like the "Divinity" series, there is a lot of reading, but you also get to fight a lot and do the occasional witty quest. In "Torment: Tides of Numenera" it is the same, just without the fighting and the witty quests.
Player engagement is minimal and you are forced to read pages upon pages, upon pages of text, which rarely relate to the world building or even the main quest. There is a lot of fluff which could have been trimmed in favour of getting something more than a single battle every 70 pages you read.
This game is not like "Diablo" - where you get to constantly murder enemies in-between the occasional paragraph. It is not like "Divine Divinity" - which is also a story-heavy game, where the story presentation has been condensed in order to give you enough to go on, while learning new things of the world.
It is its own things with little to no player engagement in-between reading walls of texts. As I said in the beginning as far as books go, this is a pretty good one.
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