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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....
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.
Before you pick this up, throw everything you know out the window, aside from controls nothing is familiar. The setting, the stats and mechanics even the concepts of reality are unique. Once you get right into the game though it's fantastic.
Let's face it: comparing Numenera to Planescape is a low blow. PT was (technically still is) based on a well established setting of D&D worlds. Most of the worldbuilding, fractions in the game, monsters etc. were already described! They just took it and used it to create a story. In most cases creators from BI grow up playing D&D. Numenera simply didn't have that support, so they had to figure it out mostly by themselves.
For the game itself, it is amazing. It looks beautifull, it gives interesting story, and every single place have something interesting to add to the world around (and looks beautifull). It was so refreshing experience after so many cRPGs that were... simple in their construction. While combat is the biggest flaw of the game (simply by not being enough of it), it was interesting when it happend. I think the compromises they did moving P&P into computer game were well thought. The music and sound are also to my liking.
Overall it gave me what I was expecting: good old cRPG with a lot of text in a mysterious world you have to discover by yourself.
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!
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.
A game claiming to be the spiritual successor to Planescape: Torment? I would laugh if that wasn't so sad. This game is no where near to Planescape: Torment's quality. This game has terrible world building to the point that it feels like they are constantly pulling things out their ass. The companions have little to no reason to follow you. The gameplay feels clunky, like it is trying to emulate games of old instead of improving it. What I disliked most is the story. The game is too short and the story leaves way too much unexplained and going by the ending the main antagonist is the one who is suppose to be in the right. This game is not worth $45.