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Torment: Tides of Numenera

Bibliothèque

3.6/5

( 243 Avis )

3.6

243 Avis

français, English & 4 de plus
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Torment: Tides of Numenera
Description
Également disponible sur GOG.com : Torment: Tides of Numenera - Immortal Edition Torment: Tides of Numenera - Legacy Edition Vous êtes né en tombant du ciel et votre esprit s'est incarné dans un corps autrefois habité par le Dieu Changeant, un être qui dupe la mort depuis des millénaires. Si vous...
Avis des critiques
77 %
Recommander
PC Gamer
89/100
IGN
8.8/10
Game Informer
8.5/10
Notes des utilisateurs

3.6/5

( 243 Avis )

3.6

243 Avis

{{ review.content.title }}
Détails du produit
2017, inXile Entertainment, Classement ESRB : Mature 17+...
Configuration du système requise
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

Également disponible sur GOG.com :
Torment: Tides of Numenera - Immortal Edition
Torment: Tides of Numenera - Legacy Edition



Vous êtes né en tombant du ciel et votre esprit s'est incarné dans un corps autrefois habité par le Dieu Changeant, un être qui dupe la mort depuis des millénaires. Si vous parvenez à rester en vie, votre aventure à travers le Neuvième Monde deviendra de plus en plus étrange... et non moins mortelle.

Aux côtés de nombreux compagnons atypiques dont les objectifs peuvent vous être bénéfiques ou nuisibles, vous devrez échapper à une ancienne créature imperturbable, nommée l'Affliction, et répondre à la question qui définit votre existence : quel est le sens de la vie ?

Torment: Tides of Numenera est le successeur spirituel de Planescape: Torment, l'un des plus grands jeux de rôle adulés et encensés par la critique de tous les temps. Torment: Tides of Numenera est un RPG isométrique à un joueur, axé sur la narration, qui se déroule dans l'univers Numenera de Monte Cook, présenté par l'équipe créative à l'origine de Planescape: Torment et de l'opus primé Wasteland 2.
  • Une histoire complexe et fascinante. Les fondements philosophiques de Torment structurent le jeu, tant par ses mécanismes que par sa narration. Vos paroles, vos choix et vos actions seront vos armes principales.
  • Un monde atypique. Aventurez-vous dans le Neuvième Monde, un univers original et fantastique aux graphismes impressionnants, et utilisez des objets loufoques et inattendus, hors et pendant le combat, ainsi que des pouvoirs magiques incroyables. Doté de la même technologie que l'opus primé de Pillars of Eternity par Obsidian Entertainment, l'univers de Numenera signé Monte Cook ne cesse d'émerveiller par sa splendeur et offre des lieux insolites à explorer.
  • Un scénario riche et personnel. Détaillé et centré sur les personnages, le scénario prend une dimension épique tout en conservant un caractère intime, grâce à des personnages et des compagnons atypiques dont les motivations et désirs façonneront leurs actions tout au long du jeu.
  • Réactivité, rejouabilité et nature humaine. Les décisions que vous prendrez auront de l'importance et le sens de la moralité dans le Neuvième Monde ne s'arrêtera pas aux concepts du bien et du mal. Vous devrez décider du sort des personnes qui vous entourent et les personnages réagiront en fonction de vos décisions et de votre réputation. Cette aventure offre donc une expérience de jeu sans cesse renouvelée, découlant naturellement de vos propres actions au cours de la partie.
  • Une nouvelle approche du combat. Grâce au système de crise, le combat ne se résume pas à tabasser vos ennemis. Vous devrez faire preuve de stratégie pour surmonter les difficultés soigneusement élaborées, qui allient les combats à des casse-tête basés sur l'environnement, l'interaction sociale, la furtivité et bien plus encore.

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.

Contenus bonus
Contenus
Standard Edition
Legacy Edition
Immortal Edition
manuel
bande son (FLAC)
carte
From the Depths novella - Blue
From the Depths novella - Gold
sonneries
concept arts
forum avatars
strategy guide
fonds d'écran
From the Depths novella series
Configuration du système requise
Configuration minimale requise :
Pourquoi acheter sur GOG.com ?
SANS DRM. Aucune activation ou connexion en ligne requise pour jouer.
Satisfaction et sécurité. Excellent support client 24/7 et remboursement complet jusqu'à 30 jours.
Time to beat
25 hMain
34.5 h Main + Sides
49 h Completionist
36 h All Styles
Détails sur le jeu
Fonctionne sur :
Windows (7, 8, 10, 11), Linux (Ubuntu 14.04, Ubuntu 16.04, Ubuntu 18.04), Mac OS X (10.9+)
Sorti le :
{{'2017-02-28T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Taille :
4.4 GB
Liens :
Classement :
Classement ESRB : Mature 17+ (Violence, Blood, Sexual Themes, Language)


Langues
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français
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Deutsch
audio
texte
español
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polski
audio
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русский
audio
texte
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Avis les plus utiles

Posted on: March 2, 2017

Broken promises, content - buyer beware!

I was very excited for this game when the kickstarter was announced (4 years ago!!!) and backed it for $250 dollars. I have been playing isometric crpgs since the 90s, and have always loved games like Baldur's Gate 1&2, Icewind Dale 1&2, and of course Planescape: Torment, the game that originally inspired this one. This review is both a commentary on the game itself, as well as inExile as a company. First, to inExile - you can skip a few paragraphs below if you're just interested in the game. In 2013, inExile was happy to take backers money to make this game, and slated the delivery for T:ToN in December of 2014. They made about four times as much money as they set their funding goal at, and as stretch goals made many promises about added content to their backers. Ultimately, it seems that many of those promises have not been kept, which is disappointing, but forgivable if the game is well-made at the end of that process and the company is communicative with the people who helped to fund the project. However, after the kickstarter funded and pledges from people like me were locked in, inExile announced that they were changing the combat system from Real-time-with-pause (RTwP) to Turn-based (TB) mechanics. They announced that this was to better fit the mood of the game. That claim is very dubious, as the 90s game that they are basing this sequel off of (Planescape: Torment) has a RTwP combat system. "What can change the nature of a game?" Well, an obvious answer would be to change one of the fundamental mechanics of the game. Personally, I would never have donated money to inExile for Torment had I known they were planning to make a TB game. But why would inExile make such a fundamental change for a fan-funded game that so many people felt so passionately about? At first, this was not obvious, and it really wasn't until the game was coming close to release that I really understood. From a business standpoint, RTwP combat-based games have one major issue. They require a mouse and keyboard, and are therefore mostly a PC-friendly market. TB games, on the other hand, are easily adaptable to controller-based game play and have a wider distribution on consoles. Since inExile is releasing XBox ONE and PS4 adaptations of this game, it is fair to say that they chose to screw their fan-funders for a market friendly combat system. Adaptations to new systems cost money, and so it is even more frustrating to find that inExile has cut a massive amount of content from this game that was promised during the fund-raising phase on kickstarter. Over a four year development cycle, they made no announcements to their backers about cut content, even though it is now clear that they spent a lot of that money that was supposed to be used to create that content on console ports, and actually only let backers know that anything had changed in the game about a month before the game released. The cut content included promised characters, an entire city, and while I personally have not finished it, reports indicate that the game is relatively short for a crpg. During that time without communication to their fans about the dropped content, inExile raised millions of dollars from two other crowd-funded projects - Bard's Tale IV and Wasteland 3. In addition to cuts from the game, inExile also gave a worse deal to fans who purchased a collectors edition during the kickstarter than those who purchased it at release, and also cut a promised Italian localization in order to ship this game to consoles. Game Review: Story 9/10: This is where this game shines - it is well written and the interactions between objects/characters in the game is fascinating. In places it is badly in need of an editor, but after playing for about 5 hours, it is clear that the game story lives up to - but does not surpass - the game that it is trying to emulate. The protagonist is not as well characterized as the Nameless One from PS:T, which detracts from the immersion. The major focus of this game is to tell a unique, strange story in as much depth as it can, and it succeeds in keeping your interest. If you like to read, 95% of the game play is reading text in the vein of a choose your own adventure novel. Well done here. Graphics/Interface 5/10: There is no way to change how fast the interface moves with a mouse scroll - presumably because the game has been adapted for console-controller play. This is inexcusable, as the game is run on the Pillars of Eternity engine, a game that was released in 2015, and that game had the option to adjust the mouse scroll. The 2D backgrounds are beautiful, the character models and animations are not. Character's momentum/inertia during movement is incredibly distracting, and the strange need for the camera to follow your character is very odd for this style of game. Altogether, these things add up to a very frustrating interface that slows the pace of the game down. For a game with a 4 year development cycle, it feels like I am playing an alpha build. Combat 2/10: Even for a TB game, the combat mechanics are incredibly weak. Divinity OS, which I played for a very short amount of time, had an excellent TB system that used action points to define your movement and abilities. You could do anything in any order, so long as you had sufficient AP to perform the task. Torment uses a simplified mechanic where each character gets one movement and one action. When you choose an action, or move your character, there is no way to confirm it or take it back, so if you misclick, you are screwed. By modern standards, this is just pathetic. Additionally, in virtually every combat you will find yourself highly outnumbered, and this is the game's way of telling you that you should just settle everything with conversations. If you do find yourself in combat, you need to win on the first round, as the enemies will simply target your protagonist on their first available turn and kill him/her, sending you to the mind labyrinth. Additionally, because combat is fairly rare, you will most likely have no idea how to use your abilties to their full effect. This is incredibly disappointing, as the other crpg revival game that is currently on the market, Pillars of Eternity, has a very innovative RTwP combat system that is a true spiritual successor to other isometric RPG games. My other personal beef with TB-combat is that it is SOO SLOOOW!! RTwP battles can be finished in just a few minutes, even when the combat is challenging. TB always takes considerably more time, even for trivial battles. Torment is no exception to that rule. Torment is not a bad game, but it doesn't feel like it is a finished game. It would be an excellent game if it had been released 20 years ago, but compared to all of the other crpg nostalgia releases that have come out over the past five years, it is one of the weaker ones. This is many due to clunky interface, and poor combat mechanics. I'm very disappointed that inExile chose to enhance their distribution instead of trying to stay true to what their fans wanted. This half-baked game is the result. I will not be supporting them in the future.


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Posted on: March 3, 2017

Old cake with too much cream added.

I think it actually should be 4 or even 5. For someone who didn't play P:T and likes great stories. But expectation were too high, and Planescape was too great. It feels like they were trying too hard to create another P:T. And at the same time - not hard enough. You know, it's like when you make a perfect cake with the right amount of cream and nuts. And everybody goes crazy about it and says "wow, this cream is great, and nuts are cool too", and cake becomes a huge hit. And then you have to do another one, and decide: "They liked cream and nuts. So, I will make a new one with even MORE cream and even MORE nuts". It doesn't work that way. It becomes something overly nostalgic and worse in general. It's not THAT thing, and not something new either. It's something in between, and it leaves you feeling lied to. The story is rich, but it is so similar to P:T! You are kind of immortal. Again. You don't remember a thing. Again. You have no name. Again. Some shadowy thing hunts you. Again. You remember stuff about your past life during the game. Again. You have a tattoo and it matters! Again! "Crucial intriguing question" is being asked in the game. Again! Like a rock band that copies your favourite rock band. You listen, it's good, but meh, you already heard it. WHY?! Why do that? Do your own thing!! Come up with something new! Story in P:T was so great because it was fresh, new, intricate, soulful. Now it is intricate, but not fresh nor new. The game feels like a museum. Things you encounter in the game are cool, but they somehow do not add up together, do not create the World. People are standing there waiting for you to talk to them and to tell you amazing things. Strange objects seem like placed there for your amusement. It's bad for immersion. It's TOO much. In P:T the world seemed alive, because the storytelling was balanced (except in the end). Guys. The game is great. Thank you. I will probably play it till the end. But next time... :) Please, next time, if you want to revive the good old CRPG genre with great storytelling, do something new. Use your talent to explore new territories and dig new mines, tell new stories. Not the old ones you already did. Feels commercial. P:T didn't feel commercial.


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Posted on: February 28, 2017

Temko.841

Jeux: 159 Avis: 23

Reading Evolved.

So after about 32 hours with the Review build I feel confident to say that i absolutely love this game... so lets dive into why. Video: https://www.youtube.com/watch?v=1mRrKF4Ov3c&t=0s Text: There is one caveat regarding Torment... If you do not enjoy reading, you will almost certainly not like this game, because there is a LOT, and i mean a LOT of reading. Everything primarily communicated through text, and then - maybe - through visuals. Which means that the primary point of critique is the story... so is it any good? YES The combination of excellent writing, very well fleshed out characters, a unique and mind-bending universe and an endless parade of cool interactions with people and and objects make the setup for the story great... and the story, side-quests and objectives you have are all also VERY Good. But not only due to good story: Your choices are important, your actions are critical and choices made before, affect a lot of things later in major ways. Sometimes in ways you wouldn't imagine, but even minor changes will make massive differences. The Visuals are also a bit of a mixed blessing - While the art design, direction and composition are all amazing and the sound design (including the limited Voice over work) are very good... the character customization and visuals are very restricted and not that great and the level of animation, effects and interactive elements that are more than text... are also not that great. It's not a major issue to me personally, but your mileage may vary. Combat is the last part and here i have a few issues with. Because of the massive story / dialogue focus, the game doesn't reward "working towards" combat focus - so you end up with a character that can talk down a demi-god, but still needs to use a cudgel to fight a literal sentient nightmare. Overall Torment is a fantastic CRPG, and i wholly recommend the title for anyone that enjoys RPGS. Unless you don't like reading, because... yeah... tons of that.


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Posted on: March 9, 2017

acm2013

Jeux: 84 Avis: 2

Where is the rest of the game?

Objectively, this game is OK. Not that great either, but I played it to the end. But comparing the promises and results, as well as its proclaimed "spiritual successor", it is an utter disappointment. The game feels rushed, half finished, stripped of everything that would set it apart, unambitious, cutting every possible corner, and without passion. Taking a look at the stretch goals and their implementation makes me sad. Reactivity that make your choices matter? I didn't notice any of it. You can clearly feel that the Tides and Meres were planned to deliver that, but they are stripped to the bone. Where are the Legacies? The "castoff labyrinth" consists of four half-empty rooms connected by a bridge. There are only six companions, and half of them are dull as a rock. "Increased companion depth" all right. The reflections are "name, job, bye" NPCs standing around in your labyrinth. Player stronghold ... After finishing the game the question in my mind was: Was that all? Did I skip half of the game? Are there really just two major locations (that you cannot even revisit)? Are there really only about ten fights that basically require you to walk up to your opponents and convince them not to fight? Are there only three character foci to choose from, and Tier 4 is the maximum? Is there no challenge that is impossible at first and you have to rise to it? Or an item that is too expensive but you can save shins for it? Some people may like this game, but I am not one of them. I thought that the developers were determined to capture the good points and add modern enhancements. Yet everything slipped through their fingers. The golden age of cRPG is long gone.


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Posted on: March 3, 2017

An Impossible Legacy

To start with bias, many people would probably be kinder to the game if it was not billing itself as a succesor to planescape. In general I'd place the story quality as exaggerated with much of the dialogue being buried in jargon or some really pretentious writing. The stats/combat/talent system is pretty awful and the game really only shines when you are trying to immerse yourself in the world and the story. In short it feels less like a game and more like a virtual novel. It is not a virtual novel per se and without the torment label I'm sure it would get more positivity. But the orginal planescape felt like a game where the developers proved you could have a more nuanced story. This time it feels like the developers focused so much on that aspect that they exagerated their writing and worse, forgot they were making a game.


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