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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.
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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
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The game I had hopes for since I enjoyed Planescape Torment but this game just takes the name Torment and does nothing even halfway as interesting.
From my time with the game I could not even get past the first actual fight in the game due to the gaming having a game breaking bug where the text would get stuck and not continue no matter how long I waited or pushed the 'Show More' button.
If devs are so incompetent as to fail at making a game that is 90% reading then maybe they should re-think their careers.
Also don't hope for an update since they are probably all ready making another kickstarter to make another game.
Don't waste your time with this game, just go play Planescape: Torment it is a way better game.
Incredibly immersive, alien experience. Exactly what I am looking for in RPG's.
Have played the game without watching any of the trailers, teaser texts or synopsis. Got completely immersed in the world, all the dialogues, tidbits and items that the game is packed with.
Having beaten it, and finally watching the trailer here on in the store, I glad I didn't watch it before. The game should be experienced without any prior preconceptions or knowledge of the world you're about to be immersed in. Experience it exactly as the main protaganist does and should. Make the choice that you would make given the situations, not those you think would result in best outcomes.
The game shines through its incredibly confusing world. Continously forcing you to seek your balance and orientation.
Unlike most people who took it upon themselves to review the game, I will choose not to use don on my “nostalgia goggles”. There are several gripes that I have with the game.
The player is pretty much a passive observer of unfolding events
I felt the game just presented its content before me and the choices that I made really made no difference on the world (aside from modifying a dialogue option here and there). During my playthrough, I eventually got to the point when I was too tired to care about the unfolding events, as there seemed to be no visible validation of my in game choices. All encounters boiled down to exhausting dialogue trees, which was a swift process (due to gamer’s intuition), but very unrewarding. This passiveness is associated, to a degree, with the next issue on this list.
Leveling is redundant
The character creation system, while innovative, contains several redundant skills. What is more, it feels to me like there is no real point to levelling at all, as everything can be accomplished through the use of in-dialogue skills and resting abuse.
The turn-based combat feels like a punishment
This issue is self-explanatory. What should be an exciting part of the gameplay experience has been turned into a dreaded chore. While I do like it when a game lets you shrewdly manipulate your way out of combat using your silver tongue and shrewdness of mind, I think that introducing the tedious crisis system was a huge mistake. The player is essentially faced with a situation in which even simple encounters can take an extremely long time to complete. The battles feel random and there is no sense of control or tactics to them (which is a big con for me, since I also enjoy strategy games).
Overall, I feel this game takes one aspect of Torment to a twisted extreme, reducing the player to little more than a voyeur bearing witness to an orgy of oddities.
Combat in a RPG is a double-edged sword: on one side it's exciting and challenging on the other it can get a bit ridiculous how you can't basically draw a step without having to stab or blast your way through a trash mob.
A RPG is a way to tell a story, only it's often a story that could be some blockbuster action movie given the amount of combat there's in it. "Planescape: Torment" tried to be an exception by putting more enphasis on dialogues and statchecks rather than combat but there were indeed still quite e number of trash mobs and compulsory fights, especially in the far less polished latter half of the game.
While the main story of Numenera isn't as strong as the one in the original that statement in RPG gameplay has been brought further along. There are no trash mobs, most of the "crises" can be avoided and the ones that can't rarely can only be solved by fighting and some don't involve combat at all (one is literally a "diplomatic crisis" for example). The only trouble is that the movement interface during crises is not good, it would have benefited from a grid system for greater clarity in my opinion.
The stat pool system can be a bit irritating at first when the stat pools are limited and the money to find a place to sleep and replenish them is scarce but after the first level-ups doing sidequests (which are nice little microstories that sometimes tie in the main quest or in the final destiny of your companions) it becomes more sustainable and basically a non-issue in the late game.
Of course there are still plenty of options for combat but I don't think that challenge is the main point of a game like this but to immerse yourself in a weird story in a weird fantasy world filled with evocative purple prose and dialogues that convey high concepts and some drama and this game delivers in that sense.
As a "successor", he dev's clearly stated goal was to bring the best elements of Planescape:Torment into this game. Hmm.. they must have somehow played a different version of PS:T than I did. Because what I remember from PS:T was an adventure in a half-mad city where you never knew what was coming next. Vicious, desperate gangs stalked you in the streets, madmen raved on the corners and in the taverns, charlatans lured you with grand promises, women dazzled you with their sexuality, while there was a knife behind every smile and a fight behind every corner. It was a satisfying yet unsettling feast of madness, in CRPG terms. The world of T:TON? Well... it doesn't really have any of that stuff. I guess none of those things were the "good parts of PS:T".
Indeed. if PS:T was the gaming equivalent to a wild night out in the big city nightlife, T:TON is like a quiet night sipping tea with your mild-mannered suburban neighbors. I'm not sure I could come up with a better analogy to sum it up than that.
Aside from not meeting its own stated goals re: PS:T, the game doesn't stand on its own either. NPC conversations seem to be one of the main game activities, but are totally unsatisfying. You have really no visual clues whatsoever about the people you're talking to, as the character models, though detailed, are all very generic and similar (its even hard to tell male/female apart often), really only differentiated by the color scheme of their flowing robes or baggy pantaloons. And unlike any other conversation-heavy RPG from the last 30 years, there is no "close up portrait" of the NPCs that comes up along with the conversation window, unless its one of your party members. That makes the conversations feel like some horrible, detached "chat room" type thing with an invisible person on the other end. Yikes.
I'm not sure what anyone would get out of playing this, but one thing I know they won't get is anything that feels even the slightest bit like PS:T.
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