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In every way, we tried to take what people loved about Planescape: Torment and push it even further.

Planescape: Torment has a sequel now (okay, so that feels pretty great to say). Technically it's a "thematic sequel", in practice it is every bit the followup to one of the greatest video game stories ever told.
Just as importantly, both Planescape: Torment and Torment: Tides of Numenera were designed and brought to life by some of the very same creative minds. This week, we had a chat with two of those minds: Colin McComb – Torment's Creative Lead – and Adam Heine – Torment's Design Lead – to explore the connections between the games, as well as their own experiences working on two sister projects decades apart.





Let's start with the most important thing: can you tell us about yourselves, and your roles in Tides of Numenera and Planescape: Torment?

COLIN: I am the creative lead for Torment: Tides of Numenera, which means I’m responsible for the overall narrative, major characters, and vision. That is not to say that I did this all myself, mind you! People like Adam, Chris, George, Kevin, and Nathan were all extraordinarily helpful in the early drafts of the story and in focusing our attention on how to deliver the proper player experience.
On Planescape: Torment, I was the second designer on the project – when the PS:T team was ready to move into production, I came aboard.

ADAM: As Torment's design lead, my primary role is to design, or oversee design, for the various gameplay systems—everything from combat to conversations to items to companion attitudes. I also designed a few areas within the game and, like Colin, wrote a good chunk of conversations.

On Planescape: Torment, I was a scripter responsible for implementing the areas of the game, including combat AIs and scripted cutscenes.





So, what's the coolest thing you got to work on for either game?

COLIN: Well, getting to shape the story for Torment: Tides of Numenera was definitely the high point. Being involved from start to finish was a huge privilege and a great treat. For PS:T? I’d say either writing the Smoldering Corpse bar or writing Trias’s final dialogue.

ADAM: My favorite part of working on Planescape: Torment was figuring out how to make cranium rats smarter and more deadly as more of them appeared on-screen.

On Numenera, the coolest thing I got to work on was Pat Rothfuss's character Rhin. She intentionally breaks several RPG companion tropes, and it was really interesting trying to figure out how to make her fun and sympathetic without frustrating the player's expectations of her. Discussing story, character, and games with Pat was an additional, extremely pleasant bonus.





Planescape: Torment asked “What can change the nature of man?” Torment: Tides of Numenera asks "What does one life matter?" So why these questions, and what makes the answers important?

COLIN: These are fundamental philosophical questions. Chris created the thematic question for Planescape: Torment, and it resonated strongly with our players. We thought that was one of the strongest appeals for our game – the question that would help our players explore the issues in their own lives. These are ongoing questions – they don’t require you to find the answer and then live by it for the rest of your life. You can come back at different stages of your life and find new nuances and fresh perspectives each time you ask, and each time the question will reward you.






The two Torment games explore morality decades apart from each other. So what's your take on how morality has changed in video games, and did you bring any of these modern ideas into Tides of Numenera?

ADAM: Tides of Numenera absolutely explores morality and shades of gray. One of our conventions from the very start—for both conversations and quests—is that there should almost never be an obvious "best solution." If there's a crazed lunatic holding open a portal to hell, maybe you can kill him, trick him into killing himself, or convince him to live with the pain that caused him to open the portal in the first place, but there's no easy option where he realizes he's wrong and becomes a good, happy person.

I think Torment: Tides of Numenera takes morality a step further than Planescape: Torment in that there is no good/evil dichotomy built into the system. Whether it's explicit or not, a lot of RPGs are subconsciously built around D&D's alignment system—I've yet to meet an RPG designer whose first inclination is not to think in terms of good/evil/lawful/chaotic. That inclination is something we had to fight against on TTON as well, and certainly you'll find situations here and there where you're asked to make a choice between right and wrong, but much more often you will find your choices are more nuanced than that, where you're forced to make hard decisions about people's lives.






Are there parts of Tides of Numenera that you see as a direct evolution of Planescape: Torment? Anything you set out to do better?

COLIN: We explicitly drew our major design pillars from PS:T – a world unlike any other; a deep, personal story (not an epic save the world quest, but a personal narrative); and choice, consequence, and reactivity. We wanted to honor the strange and alien feel of a living world that is unlike anything else on the market today, and we wanted to ensure that the player would feel the story’s direction is a direct consequence of the choices he or she made throughout the game.

ADAM: TTON's combat system represents the greatest departure from Planescape: Torment. It was generally felt that PS:T's combat system was the least interesting part of the game, so we steered combat hard in the opposite direction: turn-based instead of real-time, hand-crafted scenarios instead of filler trash mobs, and the vast majority of fights are avoidable if you say or do the right thing. The result is less combat than you would expect in an RPG, but it's tied to the narrative and far more interesting.

On the other side, conversations and companion arcs will be very familiar to Torment fans. Our conversation system is intentionally designed to look and feel like PS:T, though even there we made a few improvements. The Nano's Scan Thoughts ability, for example, allows you to read the surface thoughts of virtually every NPC you meet, giving you additional insight into their character and story. We pushed companion arcs, too, to the point where a few of them can resolve their storyline—and leave the party forever—before you even reach the end, if you so choose. In every way, we tried to take what people loved about PS:T and push it even further.






Finally, for the biggest fans, the games are connected in so many ways – can we expect any cameos from Planescape: Torment in Tides of Numenera?

COLIN: Yes indeed! We didn’t want the game to be a bunch of in-jokes, but we also seeded a few direct references, and some that were less obvious.

ADAM: Due to IP constraints, there are (almost) no straight-up cameos, but there are a lot of nods to the original. Every single one of our writers is a huge fan of PS:T, and although Colin, George, and I were pretty strict about not letting anyone break the fourth wall, Torment fans will find much to love.
Post edited March 03, 2017 by Konrad
Considering how literally amazing Planescape: Torment and Torment: Tides of Numenera writing is; I can't help but wonder what these writers decided upon, for themselves, as an answer to "What can change the nature of a man?"

Other than this, the interface seems slightly clunky along with the aforementioned title screen. I'll still give it the benefit of the doubt and this will be occupying my time for a while. I also can't help but wonder which game will come out on top for this year: TToN or Divinity: Original Sin 2.

Best,

-MC
Such an interview would be fine if the end product would be on the level of a game like the witcher 3 on its release day - which it isn't.

Cut content with shady reasoning, massive translation issues, issues with key between steam/GOG etc.

Just lurking here and on the inexile forums prove me right in not buying this game on its lrease day and rather wait for half a year or longer until it is playable.
Post edited March 04, 2017 by p1881
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benzeneboy: For everyone saying that PS:T had terrible combat - this game has managed to make it worse.
I loved the combat of Planescape: Torment. There isn't a game on the market that has spells that look as awesome as the ones on Planescape.
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benpfaa: I loved the combat of Planescape: Torment. There isn't a game on the market that has spells that look as awesome as the ones on Planescape.
I liked the combat,too, but come on, those videos for the spells everytime were pretty damn annoying.
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benzeneboy: For everyone saying that PS:T had terrible combat - this game has managed to make it worse.
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i_ni: Would you please elaborate?
I have written a review here on gog, and on steam.
Interesting interview.

Here are <span class="bold">my first impressions</span>.
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MaGo72: Be aware guys if you ever back an InXile game that ths can happen also to you - you get a base game key and that is it, the other stuff is somewhere on another site, if you back three games you get probably 3 base keys and have 3 sites to get your oiher stuff from. While other people who do not have that many rewards get their upgrades.
While I understand your frustration with the state of the situation at the outset have you bothered to check for your updated key at the backer portal any time recently?

https://www.gog.com/forum/general/release_torment_tides_of_numenera_lords_of_xulima_for_free_85d1b/post105
OK, so my kickstarter key nets me the vanilla game. No surprise there. $45 to upgrade to the goodies? whaaaat
https://forums.inxile-entertainment.com/viewtopic.php?f=32&amp;t=17196&amp;sid=545eeeba97ab1e670dbe4ef1ff7a0269

On https://torment.inxile-entertainment.com/ the backer portal; after signing in, select "Rewards" then the "Keys" tab. Check to see if you have an upgrade key. I had an "Immortal Edition Upgrade" key for my "Backer Edition" because I backed a "Collector's Edition" and a Strategy Guide.
<3

Will get the game eventually.
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MaGo72: Be aware guys if you ever back an InXile game that ths can happen also to you - you get a base game key and that is it, the other stuff is somewhere on another site, if you back three games you get probably 3 base keys and have 3 sites to get your oiher stuff from. While other people who do not have that many rewards get their upgrades.
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ValamirCleaver: While I understand your frustration with the state of the situation at the outset have you bothered to check for your updated key at the backer portal any time recently?

https://www.gog.com/forum/general/release_torment_tides_of_numenera_lords_of_xulima_for_free_85d1b/post105

https://forums.inxile-entertainment.com/viewtopic.php?f=32&amp;t=17196&amp;sid=545eeeba97ab1e670dbe4ef1ff7a0269

On https://torment.inxile-entertainment.com/ the backer portal; after signing in, select "Rewards" then the "Keys" tab. Check to see if you have an upgrade key. I had an "Immortal Edition Upgrade" key for my "Backer Edition" because I backed a "Collector's Edition" and a Strategy Guide.
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ValamirCleaver:
Issue has been resolved.
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GOG.com: In every way, we tried to take what people loved about Planescape: Torment and push it even further.
Yeah, tried and failed.

Planescape: Torment feels like a work of art. Like a coherent vision that came together harmoniously, put together with the tools the people who made it had available to them at the time.

Torment: Tides of Numenera feels like a dessicated corpse prancing around in PS:T's clothes desperately trying to form an association between the two in the audience's mind. Where you'd be hard pressed to find flaws with PS:T in much but the lacking combat and pathing and it's sometimes excessive writing, T:ToN does almost nothing right. It's hard to even know where to start. Though the start itself is a pretty good point: Don't overload me with text before I've even started playing the game! Let me get established as a character and THEN start having me interact with the game world. I can't made decisions in an RPG if I don't know who I am or what the consequences of my actions are! You're just wasting my time with all this text!

Then the second thing you notice is the characters. The characters are nearly to a man awful and unlikable. None of them (except the player character and arguably Erretis, the only companion who was even remotely likable just becuse at least the poor guy wasn't responsible for how he always acted like an obnoxious asshole) have sensible or often even coherent motivations for anything that they do.

The keystone figure that unleashes the entire storyline comes off in every scene you have from his perspective as a confused, blundering idiot who's constantly torn between doing one thing or doing another thing, making it feel totally unbelieavable that this guy could've continued doing what he has been doing for as long as he has. And where the goals of the antagonist(s) in PS:T make perfect sense (he just wants to live), the changing god's goals (which are not just living) are at times stupid almost beyond belief.

The second major antagonist, the sorrow, utterly fails to even put on a show of justifying its own existence, relying entirely on shallow anedcotes and spacious reasoning to justify the horrible atrocities it has enacted in the name of... something something, it's not really explained why what it's trying to stop it worse than a countless number of far more horrible things people do right out there in the open without the universe needing to manifest a literal god to stop them from doing it. The character may as well have carried a huge banner around with it that said in glowing, blinking neon letters: "THE AUTHOR NEEDS ME TO EXIST TO PROVIDE YOU WITH AN OBSTACLE".

And the final antagonist comes off as a clueless weakling who's mere moments away from simply killing themselves in their own stupidity before you show up to do it for them.

Then there are companions, which are just terrible. Where PS:T has amazing companions whose motivations feel sincere (Morte alone, once you finally know his full story and see that he isn't just a comic relief but as deeply tortured as anyone else in the game, is one of the best player companions in any game ever), T:ToN's companions rarely even manage to give a compelling reason for why they follow the final castoff around at all - to face almost certain death at the hands of the sorrow or the bloom or the changing god or any number of other unspeakable horrors at his side. They feel like they just follow you around because the game needs to have companions that follow you around. Add that to the way the first two are shoved right in your face it feels almost offensive in how shameless it is.

To add insult to that offense, some of them will even abandon you for utter trivialities, as if one moment ago they were able to tolerate the horrors they suffer at the side of you castoff body with its inherent associations to your disgusting leige, then the next some minor slight against their morality will suddenly cause them to abandon their entire life's goals to instead og sulk in a slum or something equally ridiculous. You even have a character like Rhin, which is perhaps the most shameless embodiment of the "predictable and stupid" trope that PS:T's mission statement stood in rejection of that has been put to text in years.

Then you have what should be cardinal offenses, like dialogue trees that exist just to be exhausted, where you don't click on dialogue options because you're interested in talking to a character about what that text says, but because the game's dialogue is so poorly set up you know you have to click all the options before the game allows you to do the thing that you want to do. A thing that shouldn't logically - in context of the characters conversing with each other having a conversation - have follow from exhausting those dialogue options, but because the game thinks that the player is an idiot it refuses to let us choose any dialoge choices that we haven't asked to have explained to us whether we're allowed to choose or not. It's so unnecessary it's, again... it's offensive.

Like in the final conversation. There's an extremely obvious choice to make in that dialogue that players can easily miss being able to do, not because at any point in that exchange does it not make sense for the character to be able to do that, but because the player will not have asked THE POINTLESS RHETORICAL QUESTIONS necessary for the dialogue option to unlock. It is INCREIDBLY badly written. Just shameful. I could not believe people were paid money to write a scene that ended up so poorly executed. Maybe if it were some heavily combat-focused game and conversation was kind of half of the game and you were at the end of a 50 hour compaign or something, sure, I get it, it can be forgiven. But this is THE FINAL CONCLUSION to a VERY SHORT, ENTIRELY DIALOGUE FOCUSED GAME. You're fucking up the most important part of your game! That's not even touching upon all the other parts of that dialogue that was poorly written, such as the atrociously ambiguous descriptions of some of it that made it very unclear what choosing some options would actually do. Whoever wrote that should be ashamed. This is your JOB. You are incompetent!

It's not just unforgivable to my eyes, but in fact it stands in representation of the entire game. Where PS:T feels like... like the vision of someone who really knew what they wanted put together as well as they were able to do so, everything in T:ToN feels like it was the product of someone trying to put together what they thought someone else wanted, but not actually knowing how to do that. It's a shallow simulacrum robbed of the talent and passion that made its namesake good.

I could easily expand another 20,000+ words upon all the stuff that's awful about the game in excruciating detail. Yeah, this is harsh, and while the game did have some positive parts - few things are ever total shit - those few good parts do not even remotely begin to compensate for all the absolutely terrible parts. The pointless combat system, which really is A BIG DEAL in a GAME. PS:T's combat wasn't good, but T:ToN's is disgusting.

Then there's the small world with its tiny, cramped areas with near-MMO-level shamelessly obvious quest hubs and quest NPCs all situated within pissing distance of each other and makes everything FEEL artificial. Yeah, we know, it IS artificial, but it shouldn't FEEL that way. This is just terrible design. And the inventory and equipment system so anemic it's hard to believe it exists as anything but a vestige. The bland and uninspired character models so terrible that PS:T's decades old sprites look positively radiant by comparison. The pointless tide system that nobody would notice if was removed. The shallow classes and other character fluff. The terrible skillchecks that may as well not even exist by 'virtue' of how easy they were. The Choose Your Own Adventure-sections that jank you right out of the game so jarring and terrible that they're hard to see justified even as resource-saving efforts. The total absence of any kind of storytelling THROUGH THE GAME ITSELF; where are the in-game cutscenes, like those we got plenty of in PS:T, quaint though they were? Where are the videos that give flavour to the world?

The list goes on and on and on and on and on...

It is a terrible game that doesn't deserve to share association with it and should be forgotten by history.

Just like the inane rantings of this disappointed fan hopefully will be alongside it. I had to get this off my chest before I went to bed so it wouldn't keep me up for hours. Good night.
Thanks, that was a good read...you've successfully dispelled any interest I had in Torment: Tides of Numenera (wasn't that much to begin with) :-)
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GOG.com: In every way, we tried to take what people loved about Planescape: Torment and push it even further.
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Cattlehunter: Yeah, tried and failed.

Planescape: Torment feels like a work of art. Like a coherent vision that came together harmoniously, put together with the tools the people who made it had available to them at the time.

Torment: Tides of Numenera feels like a dessicated corpse prancing around in PS:T's clothes desperately trying to form an association between the two in the audience's mind.
The TL:DR courtesy of Dak'kon:

"A divided mind is an unfocused mind. A divided mind fractures walls and weakens stone. Many divided minds may destroy a city."

"When a mind does not know itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken."
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i_ni: Would you please elaborate?
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benzeneboy: I have written a review here on gog, and on steam.
Yeah and while you bring up some valid points especialy regarding the visual aspects, the final score does not reflect what you have written in the review. Giving a game, that is heavily focused on narrative and story (which you rated as a 9/10 on your review), the lowest possible rating you can give, is highly unfair.
I can understand that you didnt like the combat system, although i think that if you are approaching this as a combat heavy game you are missing what this game is about.
The way the system is designed disincentivizes combat - that is very much true. But that is also fairly realistic. If you have ever fought, for example in martial arts training or tournaments, you will know that it is very exhausting... and that is exactly what the effort mechanic is meant to model. Yes you can fight your way through the game... but then you better should be a Glaive, because they are the only of the classes that are meant to be warriors. They actually can get through combat without expending large amounts of effort, but they will likely have to spend a lot of effort to beat other kinds of challenges.
With this in mind i think they should have given the player access to at least one more Glaive companion though, just to allow for a more diverse party, should the player so desire.
You are absolutely right though, that a turn based system will take more time to play through encounters with than a real time (with or without pause) system and i understand why you dislike that. I personally enjoy them but thats neither here nor there.
Anyway i would appreciate if your final scoring and your review are more consitent with each other.
And no i am not asking you to just raise the scoring... If you feel the game merits the lowest possible rating, your review should reflect that as well.
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GOG.com: In every way, we tried to take what people loved about Planescape: Torment and push it even further.
avatar
Cattlehunter: Yeah, tried and failed.

Planescape: Torment feels like a work of art. Like a coherent vision that came together harmoniously, put together with the tools the people who made it had available to them at the time.

Torment: Tides of Numenera feels like a dessicated corpse prancing around in PS:T's clothes desperately trying to form an association between the two in the audience's mind. Where you'd be hard pressed to find flaws with PS:T in much but the lacking combat and pathing and it's sometimes excessive writing, T:ToN does almost nothing right. It's hard to even know where to start. Though the start itself is a pretty good point: Don't overload me with text before I've even started playing the game! Let me get established as a character and THEN start having me interact with the game world. I can't made decisions in an RPG if I don't know who I am or what the consequences of my actions are! You're just wasting my time with all this text!

Then the second thing you notice is the characters. The characters are nearly to a man awful and unlikable. None of them (except the player character and arguably Erretis, the only companion who was even remotely likable just becuse at least the poor guy wasn't responsible for how he always acted like an obnoxious asshole) have sensible or often even coherent motivations for anything that they do.

The keystone figure that unleashes the entire storyline comes off in every scene you have from his perspective as a confused, blundering idiot who's constantly torn between doing one thing or doing another thing, making it feel totally unbelieavable that this guy could've continued doing what he has been doing for as long as he has. And where the goals of the antagonist(s) in PS:T make perfect sense (he just wants to live), the changing god's goals (which are not just living) are at times stupid almost beyond belief.

The second major antagonist, the sorrow, utterly fails to even put on a show of justifying its own existence, relying entirely on shallow anedcotes and spacious reasoning to justify the horrible atrocities it has enacted in the name of... something something, it's not really explained why what it's trying to stop it worse than a countless number of far more horrible things people do right out there in the open without the universe needing to manifest a literal god to stop them from doing it. The character may as well have carried a huge banner around with it that said in glowing, blinking neon letters: "THE AUTHOR NEEDS ME TO EXIST TO PROVIDE YOU WITH AN OBSTACLE".

And the final antagonist comes off as a clueless weakling who's mere moments away from simply killing themselves in their own stupidity before you show up to do it for them.

Then there are companions, which are just terrible. Where PS:T has amazing companions whose motivations feel sincere (Morte alone, once you finally know his full story and see that he isn't just a comic relief but as deeply tortured as anyone else in the game, is one of the best player companions in any game ever), T:ToN's companions rarely even manage to give a compelling reason for why they follow the final castoff around at all - to face almost certain death at the hands of the sorrow or the bloom or the changing god or any number of other unspeakable horrors at his side. They feel like they just follow you around because the game needs to have companions that follow you around. Add that to the way the first two are shoved right in your face it feels almost offensive in how shameless it is.

To add insult to that offense, some of them will even abandon you for utter trivialities, as if one moment ago they were able to tolerate the horrors they suffer at the side of you castoff body with its inherent associations to your disgusting leige, then the next some minor slight against their morality will suddenly cause them to abandon their entire life's goals to instead og sulk in a slum or something equally ridiculous. You even have a character like Rhin, which is perhaps the most shameless embodiment of the "predictable and stupid" trope that PS:T's mission statement stood in rejection of that has been put to text in years.

Then you have what should be cardinal offenses, like dialogue trees that exist just to be exhausted, where you don't click on dialogue options because you're interested in talking to a character about what that text says, but because the game's dialogue is so poorly set up you know you have to click all the options before the game allows you to do the thing that you want to do. A thing that shouldn't logically - in context of the characters conversing with each other having a conversation - have follow from exhausting those dialogue options, but because the game thinks that the player is an idiot it refuses to let us choose any dialoge choices that we haven't asked to have explained to us whether we're allowed to choose or not. It's so unnecessary it's, again... it's offensive.

Like in the final conversation. There's an extremely obvious choice to make in that dialogue that players can easily miss being able to do, not because at any point in that exchange does it not make sense for the character to be able to do that, but because the player will not have asked THE POINTLESS RHETORICAL QUESTIONS necessary for the dialogue option to unlock. It is INCREIDBLY badly written. Just shameful. I could not believe people were paid money to write a scene that ended up so poorly executed. Maybe if it were some heavily combat-focused game and conversation was kind of half of the game and you were at the end of a 50 hour compaign or something, sure, I get it, it can be forgiven. But this is THE FINAL CONCLUSION to a VERY SHORT, ENTIRELY DIALOGUE FOCUSED GAME. You're fucking up the most important part of your game! That's not even touching upon all the other parts of that dialogue that was poorly written, such as the atrociously ambiguous descriptions of some of it that made it very unclear what choosing some options would actually do. Whoever wrote that should be ashamed. This is your JOB. You are incompetent!

It's not just unforgivable to my eyes, but in fact it stands in representation of the entire game. Where PS:T feels like... like the vision of someone who really knew what they wanted put together as well as they were able to do so, everything in T:ToN feels like it was the product of someone trying to put together what they thought someone else wanted, but not actually knowing how to do that. It's a shallow simulacrum robbed of the talent and passion that made its namesake good.

I could easily expand another 20,000+ words upon all the stuff that's awful about the game in excruciating detail. Yeah, this is harsh, and while the game did have some positive parts - few things are ever total shit - those few good parts do not even remotely begin to compensate for all the absolutely terrible parts. The pointless combat system, which really is A BIG DEAL in a GAME. PS:T's combat wasn't good, but T:ToN's is disgusting.

Then there's the small world with its tiny, cramped areas with near-MMO-level shamelessly obvious quest hubs and quest NPCs all situated within pissing distance of each other and makes everything FEEL artificial. Yeah, we know, it IS artificial, but it shouldn't FEEL that way. This is just terrible design. And the inventory and equipment system so anemic it's hard to believe it exists as anything but a vestige. The bland and uninspired character models so terrible that PS:T's decades old sprites look positively radiant by comparison. The pointless tide system that nobody would notice if was removed. The shallow classes and other character fluff. The terrible skillchecks that may as well not even exist by 'virtue' of how easy they were. The Choose Your Own Adventure-sections that jank you right out of the game so jarring and terrible that they're hard to see justified even as resource-saving efforts. The total absence of any kind of storytelling THROUGH THE GAME ITSELF; where are the in-game cutscenes, like those we got plenty of in PS:T, quaint though they were? Where are the videos that give flavour to the world?

The list goes on and on and on and on and on...

It is a terrible game that doesn't deserve to share association with it and should be forgotten by history.

Just like the inane rantings of this disappointed fan hopefully will be alongside it. I had to get this off my chest before I went to bed so it wouldn't keep me up for hours. Good night.
Such a well reasoned post which only strengthens my resolve to not buy it now and - maybe - get it later with a discount and hopefully either official or fan patches.

Just the official apology weeks before release that content has been cut which people specifically pledged money for and massive translations issues with other problems in the final product already left a really sour taste in my mouth as a potential customer.
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benzeneboy: I have written a review here on gog, and on steam.
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sharien: Yeah and while you bring up some valid points especialy regarding the visual aspects, the final score does not reflect what you have written in the review. Giving a game, that is heavily focused on narrative and story (which you rated as a 9/10 on your review), the lowest possible rating you can give, is highly unfair.
I can understand that you didnt like the combat system, although i think that if you are approaching this as a combat heavy game you are missing what this game is about.
The way the system is designed disincentivizes combat - that is very much true. But that is also fairly realistic. If you have ever fought, for example in martial arts training or tournaments, you will know that it is very exhausting... and that is exactly what the effort mechanic is meant to model. Yes you can fight your way through the game... but then you better should be a Glaive, because they are the only of the classes that are meant to be warriors. They actually can get through combat without expending large amounts of effort, but they will likely have to spend a lot of effort to beat other kinds of challenges.
With this in mind i think they should have given the player access to at least one more Glaive companion though, just to allow for a more diverse party, should the player so desire.
You are absolutely right though, that a turn based system will take more time to play through encounters with than a real time (with or without pause) system and i understand why you dislike that. I personally enjoy them but thats neither here nor there.
Anyway i would appreciate if your final scoring and your review are more consitent with each other.
And no i am not asking you to just raise the scoring... If you feel the game merits the lowest possible rating, your review should reflect that as well.
A game with a good story and poor mechanics is a bad game.
A game with a poor story and great mechanics is still fun to play.

InXile stated that this game would be a successor to Planescape: Torment. They did not succeed. They made a bad GAME, so I stand by my review.