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Torment: Tides of Numenera

in library

3.6/5

( 241 Reviews )

3.6

241 Reviews

English & 5 more
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Torment: Tides of Numenera
Description
Also Available on GOG.com: 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...
Critics reviews
77 %
Recommend
PC Gamer
89/100
IGN
8.8/10
Game Informer
8.5/10
User reviews

3.6/5

( 241 Reviews )

3.6

241 Reviews

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Product details
2017, inXile Entertainment, ...
System requirements
Windows XP / Vista / 7 / 8.1 / 10 (64 bit), Intel Core i3 or equivalent, 4 GB RAM, NVIDIA GeForce GT...
DLCs
Torment: Tides of Numenera - Legacy Edition Upgrade, Torment: Tides of Numenera - Immortal Edition U...
Time to beat
25 hMain
34.5 h Main + Sides
49 h Completionist
36 h All Styles
Description

Also Available on GOG.com:
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 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.

Goodies
Contents
Standard Edition
Legacy Edition
Immortal Edition
manual
soundtrack (FLAC)
map
From the Depths novella - Blue
From the Depths novella - Gold
ringtones
concept arts
forum avatars
strategy guide
wallpapers
From the Depths novella series
System requirements
Minimum system requirements:
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Time to beat
25 hMain
34.5 h Main + Sides
49 h Completionist
36 h All Styles
Game details
Works on:
Windows (7, 8, 10, 11), Linux (Ubuntu 14.04, Ubuntu 16.04, Ubuntu 18.04), Mac OS X (10.9+)
Release date:
{{'2017-02-28T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Size:
4.4 GB

Game features

Languages
English
audio
text
Deutsch
audio
text
español
audio
text
français
audio
text
polski
audio
text
русский
audio
text
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User reviews

Posted on: March 3, 2017

Bunbury

Verified owner

Games: 171 Reviews: 2

Good, familiar story; unfinished game

Oh boy, this is hard to review. First of all, TL;DR: Text-heavy RGP with a good, linear story and turn-based combat. If you like those things, this is definitely recommended. If you don't like reading a novel and a half to finish a game, this is not for you. Torment:Numenera takes you, a new consciousness residing in the castoff body of a god, on a journey through the ninth world - a semi-primitive culture built on the ruins of the advanced civilizations that came before. I am torn about this. I liked playing Torment:Numenera. I had fun, was drawn into the world most of the time. But it won't replace Planescape:Torment in my heart. That is partly because inXile did what inXile does: Remake an old game without much in the way of new ideas. Similar characters, similar story, similar places as the original. What is meant as an homage turns into a clone. BUT if you are new to Torment, and the world and story are new to you, you are almost certainly going to enjoy them. Heck, I did, even though I suspected much of what was coming. The story is definitely the core of this game. Be warned: It is quite linear. You can make choices, but in the grand scheme, the same things happen in the same order. The gameplay is nothing special. Simplistic turn-based combat, not the focus of the game. The exploration system advertises failing tasks, but I found that, most of the time, if you fail, you just... fail. Many small things bothered me: The game seems curiously unfinished. On the minimap, you can't refocus your screen. Zoom is limited, making the world seem small and making it hard to appreciate the full art style. The labyrinth sees surprisingly little use. The trading interface doesn't have an "undo" button. Other things. PS:Torment was not perfect. It, too, was partly unfinished and had, maybe, a little more descriptive text than it really needed. But it was a child of its time. I feel inXile failed to address its problems in the name of being the "spiritual successor".


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Posted on: May 19, 2017

Northchild

Verified owner

Games: 54 Reviews: 1

Like reading a bad novel.

As someone who enjoyed Planescape: Torment when it was first released and PS:T Enhanced Edition now, and as someone who enjoyed Baldur's Gate, Baldur's Gate II, and to a lesser extent, Icewind Dale, I was very much looking forward to Tides of Numenera. I grew up with RPGs on both PCs and consoles. From the first Bard's Tale in the mid-80s to Skyrim, RPGs have always been the games I look forward to the most. Now that I'm older and working full time and have only a limited number of hours to invest in gaming I find that I mostly play RPGs. Torment: Tides of Numenera is not an RPG. It has things in common with RPGs, but it's mostly like one of the old "choose your own adventure" novels, only without much choice and a poorly realized story. My favorite novels include Tolstoy's Anna Karenina and The Kingkiller series by Patrick Rothfuss. I do a little reading everyday, so I'm not adverse to doing a bit of reading in my games, but even I think that the reading is a bit overblown in Tides. I kept thinking to myself, "Maybe this is the part of the game where I'll get to DO something," Basically, in Tides, you explore very few areas. You walk up to people, read a wall of uninteresting text, choose all of the dialogue options to eventually get a more-or-less positive outcome, reload from your last save point if you get a particularly uninteresting outcome (though 99.7% of the time I didn't even bother with reloading because I just didn't care). That's basically it. There are quests involved where you have to say particular things to particular people, and some where you fiddle with some unknown technology, (all handled through dialogue options), but other than that there's not much "there" there. So what's left is a sort of novel. While the writing is technically impressive, the writers failed miserably to establish an emotional connection with me. I didn't care about the world that I was in, I didn't care about my fellow party members, I didn't care about the Changing God or Sorrow, I didn't care about the main character, and I didn't care about whatever problems/opportunities/personal habits the supporting characters had. Even humor, which can sometimes bolster a lackluster story, was curiously absent - Tides is as serious as a heart attack. I put about 25 hours into Tides of Numenera and couldn't bring myself to finish it. I was happy to uninstall it. Not recommended for people who like to *play* games, or people who like to *read* a good book.


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Posted on: March 4, 2017

Maltriestrei

Games: 113 Reviews: 2

Great promises, unique world, uninspiring result

10 hours playing: For my intellectual logical side and for the part endlessly fascinated with everything new complicated and weird it is a delicious feast. Such quirky disorganized world made from different parts of millions of worlds and times. Anything possible. You can stick any oddity there, any person or creature - and theirs presence won’t be weird. Weird is new normal in Numenera. This world has endless possibilities as a playground. Not as much as Sigil, possibly, but that city itself was more organized, structured, wholesome, it had that feel of the crossroad, main one, the Capital of All Crossroads. Living in Numenera is like living in the giant junkyard, filled with all sorts of nonsense, disconnected and random. It has it’s charms, I enjoy world-exploring side of the game immensely, but emotionally it fails to engage me. I do not care for my avatar and for my party, I sometimes feel fleeting compassion for NPC, but that’s all. No deep emotional connection at all. And here I’m really disappointed. I wanted to live in Sigil, my heart was broken for Deionara, I adored Morte and Nordom, names of most NPC from PST are still stuck in my memory, hell, I’ve replayed whole game second time to save every member of my party in the end. This one… it’s one play-through only. One highly enjoyable play-through. In the world where AAA RPG titles have dialogue wheels it’s a lot. I really missed walls of mind-chewing text and crazy ideas and intellect as the main skill. It’s better than I feared It’s worse than it promised to be. P.S. About graphics: Dear InExile, Nameless One is ugly done right, Last Castoff is ugly done WRONG! Why?! My eyes are bleeding every time I move camera to close to them or open the inventory. 20 + hrs playing: It came to the point where I do not feel a pull to continue playing. I’ve just entered Bloom after awfully constructed battle with Sorrow and Specter reveal. All of that supposed to make some emotional impact on me, I think. And I felt nothing. After many hours of playing moving pictures on the screen are still just that There is something very wrong with storytelling in this game. And with graphics. And with voicing. And with animation. And… OK, I don’t know if I’m gonna to finish it just for the sake of finishing with so many good games around and beautiful classics waiting for rerun. Such a waste of world, ideas and predecessor’s legacy! Such a waste…


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Posted on: February 13, 2021

Ufnal

Games: 307 Reviews: 3

Flaws don't overshadow the brilliance

There's quite a lot to criticise about this game - from the broken promises and unfinished state to some problems with mechanics and pacing. But the world it builds, the story it tells, the characters it unfolds before us, the marvels and wonders, the decisions, revelations and heartbreaks - for me personally, they shine through all of this questionable stuff and elevate Torment: Tides of Numenera to a level where a game becomes an experience I live and savour. If you want your games to be technically slick and like tactical fighting in your RPGs, you should probably stay away. If you want to immerse yourself in a world that will live in your imagination for months, by all means dive in!


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Posted on: August 31, 2017

Voukras

Verified owner

Games: 165 Reviews: 6

A true successor to Planescape

Despite some failed promises, Tides of Numenera delivers exactly on what Planescape left me hungering for - a deeply compelling and immersive universe that reacts to my decisions and makes me feel like I'm genuinely exploring something instead of being taken for a ride down a specific script. If you also have that kind of hunger, I _urge_ you to consider ToN with an open mind. Depending on your tastes in story, you might find ToN to be at the same level as Planescape or slightly lower. One thing is for sure - ToN is different in many ways and that's what makes it a true successor. A true successor to Planescape could never be a game that just copies the formula faithfully and expands on the story. That's not possible because the artistic fervor behind Planescape is something that cannot be replicated in the same way. ToN did the only logical thing and crafted its own rich universe with its own specific worldfeel to it. ToN's world combines technology with magic in a way completely distinct from standard magical sci-fi or steampunk-with-magic universes. It's almost seamless - a magical nanite plague is right at home here. The combat is definitely better than Planescape. The system is based on resource pools and the pools can be used on non-combat actions while exploring, which makes the experience feel more tightly knit together between combat and exploration. It's at times, I dare say, fun and interesting, but by the end I grew very bored of it, yet it was still significantly less painful than the boredom Planescape's combat can give. It definitely needed more abilities and more polish and it would have been genuinely good. There are still a few masterfully crafted encounters that are positively amazing in terms of the feeling they give you and the combat system shines there. The overall experience gave me exactly the feeling of _journeying_ that Planescape had given me. It is a majestic addition to the gallery of western "old school" RPGs.


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