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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 was announced as a spiritual sequel to Planescape: Torment, one of the best RPGs of all time. To make a sequel, even spiritual, and relate it to that game, you really have to know what you're doing. Even though there were people involved who worked on PS: T, this game went off somewhere. The story was good, but the gameplay, design, and pretty much everything else were off at least for me. I finished it just to see the story, but I wouldn't recommend it, especially to those who loved PS: T.
This game has some...issues.
The quests can become unwinnable by doing them out of order; the order is arbitrary; this is poor design. Side quests should allow for independent resolutions, but several of them interrelate making them unwinnable due to a character going missing who you need to interact with.
There are multiple bugs that will likely never be fixed with graphics. Several times I have observed lighting bugs while scrolling, characters pop out of existence and don't come back until you reenter the area, and text scrolling is not consistent across scollable windows; some let you scroll, others don't, the dialog window scrolls WAY too fast. The text size option makes text that is below the "fold" of the "continue" button scroll past the top of the dialog window, you then need to manually scroll back to read them.
There is also a section of the game which breaks immerssion by having the names of the kickstarter backers as text on some readable items. Thats cool as a kickstarter award, very dumb as a gameplay mechanic. There are some goofy names in that section.
The game is VERY short. The first playthrough is about 25-30 hours if you read everything. Subsequent playthroughs can be more like 12 hours. Honestly, it's not worth the money. Luckily I got it on sale.
This game mimics the surface aspects of Planescape: Torment but not the depth. This game also feels like much of the text was written by an old generative AI which got too into looking at a thesaurus. Some of the text reads like the mutterings of a person with psychotic schizophrenia...lots of words, but no meaning.
I've just finished T:ToN.
Pros:
* Interesting stat mechanics, where not only stats like health have a drainable pool but also attributes (might, speed, intellect).
* These stats and skills (lore, persuasion, quick fingers etc.) are heavily used in dialogues.
* Alternative solutions in combat (crisis), by dialogue or by interacting with devices.
* Nice visuals.
* Excellent journal.
Cons:
* Quite short. I've played 26 hours while finishing all side quests I could find.
* Quite linear. There are 3 main areas which are visited one after the other. All of them have sub-areas and indoor areas, but all in all in doesn't feel like you have freedom to explore.
For me it was too text-heavy. Of course I wasn't surprised as it was well known before. I skipped a lot of text.
* The setting is just too… strange, complex and mystical for my taste. (Difficult to describe.) You're traveling in your own mind, relive and alter past events through devices, meet strange otherworldly "humans" etc. For mee it's too much. If everything is special, nothing is special. I prefer more classical fantasy (or sci-fi) settings.
* None of the NPC (except companions) have portraits.
All in all I it was fun to play. I've rated it 7,5/10 on my personal fun scale which is a little weaker than PoE, Shoadowrun: Hong Kong, Shadowrun: Dragonfall, and Expeditions: Conquistador, on par with Technomancer and WL2, and better than TDE: Blackguards, Mars: War Logs and D:OS (7/10).
i played this about 11 hours sofar, last time today.
i would not recommend this game, its slow and boring reading simulator really.. in my 11 hours i had only 2 fights and one of those were in tutorial.
Good story and depth in some characters but the world feels pretty alien to me, the language too (cypher, numenera, fettle, tides??).
The world contains very different and unusual places. Good design but some where bland (the mind construct, a flying ground in empty space), some disgusting (I don't want to play in a giant stomach for 2 days).
Places don't offer much interaction.
Items were useless/weird. And there are too many of them. I never used cyphers or artifacts. If you don't fight, you don't need money or items anyways. I just used passive skills, no magical skills as 99% of them are only useful in combat.
The philosophical interpretation of choices makes sense but the representation via color is not intuitive: good, neutral, evil would have sufficed. What means indigo and silver for example?
While the game suggests that choices have impact I did not feel it often during the game. When you interact with the past this is awesome. But all actions in the present? nah. There is even a full choice how to end the game no matter previous choices.
The main character is quite hollow. His purpose could have been fulfilled by anyone (or omitted without changing the story).
I liked the main plot though but you only find out the missing pieces at the very end.
Companions were strange. The first two are shady and in clinch, so I ditched them directly. Matkina was cool and has a background too including banter with several NPCs. Taking the crazy guy who had a crush on her might have been fun but my party was full though I had no clue what to do with the child and the blob. They never mattered.
The RPG system is ok but if you leave out what makes it special you would not miss it.
Combat was tedious, you have to wait a lot. So focus on dialogue, never fight.
Story +1, Graphics +1, Music +1, Sound +0.5, Design +1
-0.5 rules, -0.5 alien world items and language
I round up as I see parallels to Planescape Torment and backed the game. It is good but not a masterpiece.