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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.
This is not your standart CRPG. It is more of novel-make your choice with some incredible writing. Combat is not the main focus, or op characters. This is more about understanding the world and how your very interesting Main character interacts with it.
The setting is incredible interesting on its own, but on top of that the main character is , well , the remains of a god.
100% worthwhile, and probably some of the best writing you've seen in a crpg.
Not as good as original Planescape Torment or Disco Elysium which came out 2 years later than "Numenera". But untill 2017 there was only one game i knew about that was really a successor of Planescape and it was a polish 2002 RPG Another War. So it is a very rare type of RPG which i really love, but can't give the best score to Torment Tides of Numenera cause it delivered less than was promised during development and the second half of the game is less interesting than the begining.
My impressions after a few hours of gameplay were not very positive. I was not familiar with the numenera setting and reading detailed descriptions of everything around you was not much fun, the story sounded too similar to PsT and the early environments and characters I found to be very dull. I slogged through and at the end I was very impressed by the game. After you move on from the city you start at, you move to more interesting locations, get to know much more interesting characters and the story becomes darker, which is good. After finishing the game I was left pondering the ending (one of several endings left to the choice of the player) and I felt for the main protagonists of the story.
Besides the very slow beginning the game has a few other weaknesses. The combat system is not the best, to put it lightly, although there are only a few mandatory battles in the whole game. Character progression and strategic decisions play next to no role, as the game is holding your hand throughout and has the feel of reading someone's (victorious) adventure rather than facing challenges in which you can fail.
All in all, I thoroughly enjoyed the new Torment game. An interesting story, memorable characters, some resemblance of choice and role playing, it's all there.
The world-building of that game is truly awesome. The Ninth World is alive, full of delicious weird, without ever becoming silly or ridiculous. The writing is great, so are the backgrounds of the various areas. It really feels like a worthy successor of PsT.
The quests and companions are also well-written, interesting and original.
As a Kickstarter backer, I'm proud to have been part of making that game possible.
It is true that some of the promised content has been cut - and the game would have been even better otherwise, but we should judge a game on what it is, not on what it could have been in a parallel world, and TTON is a true masterpiece, worthy of the Torment name.
It's been some time since I played the original Torment, and unlike others that wax poetic about the game, I enjoyed it but didn't find it particularly memorable. Ultimately, I think my one line summary of Tides would be the same.
The game is very flexible compared to a standard CRPG, and can be played almost like an adventure game (i.e. with very little combat). I took the this approach to the game (maximum roleplaying, minimum combat). Prior to the end-game I believe I had two "crises" where combat was required due to my choices. Even during the end game, I believe there were options during the crisis to prematurely end some (perhaps most) of the combat. The final endgame decision was simply a choice (one choice appears to be a choose-combat option).
What I found (with my play style) was that the amount of reading was quite large, even more than would be required for an interactive fiction game. This meant that the running around the various maps (boring) followed by reading large chunks of text resulted in a very slowly paced game. The material was interesting enough that it was worth pursing until the end, but by the end game, I was definitely ready for the game to actually END.
Overall recommended for fans of the original, but I wouldn't place this title high on my list of isometric RPGs.