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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.
I found out abut this game almost right before it was released. I was not a backer for it and I can understand the disappointment some of the backers had. That being said, I think it's quite unique. The combat can be tedious and if you don't like to do lots of reading, as I do, you may want to avoid this game. I felt that the game presented a convincing world and a compelling story line and it has decent re-playability. IMHO I'd say buy it if its on sale.
It's easy to say that fans of Planescape:Torment will judge Tides of Numenera unfairly. However, let's consider the criterion by which one judges such a game. First, this is an isometric view rpg where the gameplay always reduces to percentages at some level. Whereas the games that motivated it simulated Advanced Dungeons & Drangons, 2nd Edition, which recasts there probabilities as dice rolls, this game shows itself to deal in percentages, reporting to you directly the percentage chance of success. This is not a bad thing in itself. I bring this up only to point out exactly the game play you should expect.
What Tides misses is uniqueness, either in character ability or in story. Obviously, one can't translate a game like this into Halo. If the character were given well beyond super-human abilities and told to go kill, it would simply be a process of monitoring stat levels and times to recover. Such a game is no fun.
The problem here is that this game attempts far too hard to be like Planescape: Torment, but only captures this superficially. In P:T, your character knew nothing of himself and learned of his own Greek tragedy over the course of the game. Your character had history that was discovered and incorporated into the gameplay.
In Tides, your character comes from apparently nothing and is then told of an origin and destiny at the very front of the game. The game then amounts to fulfilling the steps laid out before you ahead of time. Yes, all games of this sort layout a set of conditions ahead of you, but Tides reveals nothing in these steps beyond more arbitrary lore of the world. Whereas P:T invited you to learn more about who this character was, Tides takes you down a false mystery. It is a mystery perhaps only to the writer, who had no reason to make these different events take place. This game fails at what it advertises itself as: being the spiritual successor to Planescape: Torment.
You know, the Anechoic Lazaret quest (one of the first in the game) is still bugged after 3 years of tech support, so I truly hope the devs will rot in the fiery hell that is their community's disdain.
Thank god I didn't back this when it kickstarted, I'd rather cut a ball than give a penny to lazy developers. Writers on the other hand can truly be praised. That's no Disco Elysium, but it has decent writing, excellent setting and overall incredible feeling when you're trying to immerse.
But... You know.
InXile Entertainment.
Don't expect much of them from now on.
First of all a disclaimer: I'm a huge fan of tabletop RPG Numenera, so my view might be biased,
I think TToN is a decent game that suffered a from both overhype and inXile's inhability to fulfill their promises. The story is really good and in fit in with the crazyness of the 9th World, despite being almost completely separate from the main part of the setting. The Sagus area is a solid example of what you can expect in this world and manage to include a number of interesting situations. Past this first area the game becomes a bit more linear, but it still retains an interesting vibe.
The NPCs are a mixed bag. Your companions are all serviceable, but some of them receive so much more depth it's insane. To make matter worse, the "servant of the tides" NPC is really sub-par to the rest of the cast. The rest of the NPCs many interesting interactions but, and this is big but, you really have to talk to every-fricking-body in any location before even thinking of solving a quest. This is particularly noticeable in Sagus, where there is the only "broken" quest of the entire game (i.e. you must do it in a very specific way or the best reward would be lost).
Graphics are really the lowers point of the game. They are really average and not particularly cool looking. They work, that's all.
So, do I think it's a good game? Yes. Despite all of its shortcomings, TToN is still a nice and fun game, albeit a tad short for my tastes.
Still a ton of quest-breaking and game-breaking bugs, but devs are done with this game, because, quoting them "No artistic work is ever truly finished" - wonderful. They should start doing PR for EA instead of making video games.
Content promised to Kickstarter backers is still missing and it's never going to be added. InExile are just a bunch of greedy assholes who found out their own great niche for sucking off people money - using nostalgia.
Don't buy their products, don't bake their games on Kickstarter or any other platform.