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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 remember once loving certain games over others because their story was an experience. Turns out these games were rpgs. I cannot be more pleased with this game so far because of the story, characters, setting, and the writing. So, Starting from the beginning:
Typically when you fire up an rpg, you begin by creating your characters. There are many screen where you have to choose how much of this and how much of that to put into skills and abilities depending on what kind of character you want to play. I really like the TToN does it because instead of having to crunch numbers and select stats and worrying if your character will work, you get to jump right in. ---SPOILER---- the first part of the game is creating your character through the choices you make in the first 10-15 minutes of the game. Based off what you choose the game will give you an idea of what type of character you've been acting as. There is Nano (Sorcerer) Glaive (Fighter) and Jack (Rogue)
The whole time you've been in game playing, surrounded by the wonderful weird that is Numenera. There is so much to the setting that when you're fresh you will just walk around watching at how things exist. Many a time, I've been caught just staring and being like wtf . . . is that!
Lastly, for the review I just want to comment about the writing. It is great, you're immersed and you will laugh at the things you read. This game gives you choices, lots and lots of choices. You will dislike characters for their attitudes, but catch yourself liking how they handle certain situations.
When it was announced, Torment: Tides of Numenera promised a great many things. As a game that was Kickstarted, and with the kindred titles that never lived up to their words, I must admit that I was skeptical of it meeting the potential of being the “spiritual successor” to the 1999 release Planescape: Torment, widely considered by many to be the epitome of the CRPG genre. Imagine my great surprise, however, at finding that not only did Torment: Tides of Numenera live up to its marketing, but also blew away all my expectations with great aplomb.
Story
Torment (for short) is set on Earth one billion years into the future. Numenera, or the technology left behind from the previous generations, litter the world, a mystery as to their true purpose and a pastime of many to scavenge what they can to use in their daily lives. As for you, the player, you are a cast-off from the Changing God, a body that he used up until recently. The game begins with you plummeting toward the ground, and you soon enter a world where you must find a way to escape The Sorrow, an ancient guardian, who is hunting both you, your castoff brethren, and the Changing God himself. After you answer a few questions, you are thrust into a tutorial stage to choose what type of archetype you will play, and off you go into the world of Torment: Tides of Numenera.
Graphics & Sound
Torment has an isometric viewpoint with a lush world that has many oddities, whether technological, magical, or monstrosities that look like something from H. R. Giger. Everything has a crisp look to it, and the game simply oozes atmosphere. Characters all look distinctive, and monsters are as horrific as they are gorgeously detailed. In short, Torment exemplifies a future Earth dystopia with gorgeous graphics and an attention to every detail of the world that the story describes.
The music is haunting and gorgeous to listen to; I found myself enjoying it immensely as it set both the tone of the current plot and the world of the game. Whether in combat, a new section of the world, or just exploring, I found it a great accompaniment, and it suited the game perfectly.
Controls
Outside of some minor issues early on in my gameplay that were patched and corrected, I never had problems playing Torment on the PC. I could move about and execute commands as intended, and navigating menus was easily accomplished. In terms of figuring out what to do, the UI is laid out logically for the most part, and the in-game tutorials clearly explain how to find the menus that you need. That aside, there are no major criticisms with the control scheme, and both newcomers and seasoned veterans alike to the CRPG genre should be able to pick up the game quickly. Oh, and the Tab button is your friend: it highlights everything in a zone with which you can interact, making it much easier to find treasure caches.
Gameplay
Before I delve into the gameplay, I am going to break down a few terms to make this a bit easier to follow. As with most RPGs, Torment has its own terminology for stats, archetypes, and skills. As such, knowing what they are will make it a bit easier for this review to make sense. To wit:
Might/Speed/Intellect: Primary stats; these are used to determine your success rate when performing an action. Each action uses a specific stat; you have a base chance to succeed, and you can spend additional point to improve your chances. Secondary abilities such as Edge increases your base chance. When you spend these points, you must rest or use an item to regain them; not doing so will make future actions much more difficult, if downright impossible.
Fettles: Buffs/Debuffs, for short. Fettles can range from negative effects from equipping too many things, to inflicting/receiving a flanked debuff on/from a mob.
Tides: A magical force mixed with both emotion and karma, kind of. Hard to explain without giving away the plot, but your Tides are dictated by your choices, and range from being Selfish to Selfless, with a couple others in between. While your Tidal shift doesn’t prohibit you from being able to select certain actions, it does sometimes influence conversations and how people react toward you.
Exploration Skills: Knowledge that improves your healing, for instance, or enables you to perform certain actions, such as attempting to repair a machine.
Okay, with that out of the way, I can continue. Going back to what I stated about the story; when you fall to the earth, you go through dialogue options that dictate what type of character archetype you will be, as well as bonuses that will follow you throughout the game. You can change these, but once selected, that will be it for the duration. In my case, I opted for an “Observant Nano with a Silver Tongue”, which basically means that I was a wizard that could read minds, giving me an extra bit of dialogue when I spoke with someone. The silver tongue just gave me a bonus toward persuasion actions.
As for the game, once you have determined the character, you will then select your first follower and proceed to the nearby city to find out information. Along the way, you will be able to participate in several side quests, which may result in you having to perform actions that you would otherwise find unsavory. I opted for the “goody two shoes” playthrough with my actions, and the world of Torment doesn’t always give you quests that would meet that criteria. In addition, quests can be affected by time. Early on there is one involving a murderer; I ended up resolving a different quest first and having to rest a few times to do that. Thus, more people were murdered due to my choices, and it negatively affected my playthrough.
Torment also has a very smart set of NPCs. If you ask too many questions, you may not be able to deceive them. Likewise, if you commit to a dialogue option and then fail the skill check, it is possible that you will not be able to attempt that pathway again. The game does have story options that unfold should you fail, however, so this is not always a bad thing. It is merely frustrating when you find an interesting character and you wanted to see if there was a quest, only to be barred from it because you didn’t have enough points left in the requisite stat and needed to rest beforehand.
Combat, meanwhile, is your standard turn-based affair. Characters may need to move to their opponent, and actions are executed based upon movement/item usage. Recruiting followers with different skills here helps tremendously, and managing fettles can be the difference between victory or loss. As with dialogue options/choices, attacks also use your stat points to increase your success, so it is important to balance out how many boosts that you want for your success rate, versus both dialogue options outside of combat and having access to an inn for rest. When you factor this in with the possibility of a quest advancing while you sleep, you have a lot to think about for your playthrough. By the same token, however, once you have sufficiently leveled, you may even be able to avoid some combat scenarios entirely, so choosing your Exploration Skills, Abilities, and spending your experience gains on your Stat Points is important.
Finally, exploring the world of Torment is important. Side quests aren’t marked on the map, and you will have to speak with anyone that you can in order to find them. In addition, it is entirely possible to move through an area on the story quest and miss side quests entirely. Talking to your followers routinely can also open even more options, with the result being an immense game with so many branching pathways that you will end up spending hours upon hours if you want to find them all (and help/hinder all the potential side quest-givers or your own followers). Torment is deceptively deep, and while it is possible to complete the game in about twenty hours (I clocked in at 23), you will miss a ton of content if you do. In short, take your time, talk to everyone, and enjoy the massively fleshed-out world crafted for Torment: Tides of Numenera.
Conclusion
If you love CRPGs, get this game. Heck, if you love deep games with tons of lore and options that are not always black and white, Torment: Tides of Numenera is a must-have. There are so many ways to play through the story, with so many possibilities and results, that you are selling this game short by playing through it once. This game is truly a spiritual successor to Planescape: Torment, with a rich story and a huge tapestry of choices that bring Torment: Tides of Numenera to life. So, whether you want to be a “goody two shoes” like me, or maybe play a more maniacal bent, you have that option. Either way will result in a challengingly fun time.
Pros
A plethora of choices to make each playthrough truly unique
Very deep character system that gives you a ton of flexibility for your preferred playstyle
Deep story with very rich lore
Great, atmospheric graphics and beautiful soundtrack
Want to avoid combat? It is possible if you search hard enough or make the right dialogue options
Tons of content resulting in high replayability value
Combat requires strategy and good planning
Failure can result in advancing a quest, only in a different way
Cons
While you are immortal, your followers are not, and once they die, that’s it
Sometimes trying to figure out where to go with a quest isn’t straightforward
Really easy to miss content since side quests aren’t marked
Nebulous dialogue options sometimes are confusing, especially if you didn’t pay attention to previous conversations/data points mentioned; you may want to take notes
I haven't quite finished the game yet but I'm far enough in to know my opinion of it. Planescape: Torment is my favorite RPG of all time, quite possibly my favorite game of all time, and I was always very skeptical that this new Torment could really recapture its essence. To my surprise, I feel that it does.
Just like PST, Tides really gives you the sense that every nook and cranny of the world you're exploring has something unique and fascinating to discover. Every NPC you can engage with in this game is fundamentally different from all the others, has their own little story, and almost all have some kind of interesting concept behind them rather than just being a shopkeeper or whoever is needed to advance a quest. It's this sense of constantly discovering the truly fantastical that made PST so special in my mind, and I'm very happy to say that Tides does it as well.
On top of its great characters, setting, and atmosphere, this game's ruleset is in my opinion a big step up over the D&D rules used in PST. I wasn't at all familiar with Monte Cook's ruleset before I played this game, but I am quite pleased with it. It's both simpler and more versatile than the rules in PST, and the turn based combat is much more enjoyable to me.
Is this game *better* than its predecessor? Nah, no way. Maybe that's nostalgia talking, but to me the journey of the Castoff just doesn't feel as intriguing on a literary level as that of The Nameless One. But it's vastly superior to the storytelling quality in 99% of other games out there, and has kept me glued to my PC during every hour of free time I've had for the past few days.
My congrats to the developers. You pulled off a task I didn't think could be done. This really does deserve to be called PST's spiritual sequel.
Like many I have played original Torment so the chances that Tides will live up to the hype were relatively small to begin with. That is not to say that the game is bad. It is not bad. It is, however, rather short. I completed game by playing a nano making sure that I go through as much content as I can.. I was not rushing through. I finished it in 11 hours. I can only hope that my 2nd and 3rd playthrough will yield different results. It does make one question what inExile were doing with time and money. That is where I almost took several stars off. I was expecting an 80 hour journey.
That said, the ride is still great ( I actually feared the main antagonist ) and I think this is why I am leaving 4 stars and not less.
To be perfectly honest, it feels a little like Tyranny ( which was an epic ride for me ), where you can see sequel coming. Tides does not leave you with that impression, but the world is simply asking for it.