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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.
Incredibly immersive, alien experience. Exactly what I am looking for in RPG's.
Have played the game without watching any of the trailers, teaser texts or synopsis. Got completely immersed in the world, all the dialogues, tidbits and items that the game is packed with.
Having beaten it, and finally watching the trailer here on in the store, I glad I didn't watch it before. The game should be experienced without any prior preconceptions or knowledge of the world you're about to be immersed in. Experience it exactly as the main protaganist does and should. Make the choice that you would make given the situations, not those you think would result in best outcomes.
The game shines through its incredibly confusing world. Continously forcing you to seek your balance and orientation.
Looks like all POE engine games seem to share the same flaw- the character creation and combat system is way too developed and complicated compared to ..... duration of the game.
Literally, you have 6-8 different kinds of damage you can take or deal in combat, but you will fight maybe 10 fights throughout the game. You have various secondary skill to choose from while 90% of them is totally useless, or you do not even bother to make additional click to use it.
I was able to finish it in less than 30 h, looking under every rock.
The story and world has a huge potential, however too much of it had been revealed at the very beginning ( even in trailers). Definitely not Torment style.
The game gives you a little bit of freedom, however only within a particular location.
The best of Torment - wandering around a city with no clue what to do next, will not happen here, since plot is linear and it is very obvious what to do to push it forward.
Some pluses.
The world itself is quite fascinating, the main storyline is consistent, and really interesting.
In few places you can find relations to original Torment that will bring a smile on your face and chill down your spine.
If it just could have been 60-80h game not 30 h game....
This is what you get for over-financing a project way before the job is done. Huge PS:T lover here who backed this by 130€. I really did not expect much, but I hoped I would at least like this. I could not finish the game half way through. If you have to try hard to keep your interest in the story, characters and the world then there is something terribly wrong with the writing and atmosphere. And it's not like my tastes have changed. I've played PS:T two years back and I've been blown away even more than ever before - that's how brilliant the writing and atmosphere was. But I've approached TTON as a completely standalone piece of art with no association to PS:T. I was thinking that will prevent my disappointment.
Boy I was wrong. Actually any resemblance and respect to PS:T is what helps this game to stay above water surface. Otherwise the writing here is just overly complex, overly flowery, overly mysterious, overly abundant and in the end overly unnatural, overly uninteresting and overly boring.
I also blame audio management for the lack of atmosphere. I've written exhaustive letter to devs and they pretty much ignored every single point even clear bug reports. That's what you get for backing.
The score is composed.. or better yet the audio mixed and processed in a way that the result sounds very flat and featureless without any noticeable dynamics or remarkable details and memorable moments as it was in PST. Not only it's barely noticeable but during dialogues where you spent over 70% (!) of all time someone decided it would be good idea if the music is all muffled and almost muted. What is the point of musical score when you spent literally hours and days listening to it in this muffled state?
The ambience of people in the area is lacking heavily. Something I loved about PST that you could hear and FEEL you are in a city full of people around you. In Tides people are silent. You go in a tavern and the place is more dead & silent than mortuary in PST!
Combat in a RPG is a double-edged sword: on one side it's exciting and challenging on the other it can get a bit ridiculous how you can't basically draw a step without having to stab or blast your way through a trash mob.
A RPG is a way to tell a story, only it's often a story that could be some blockbuster action movie given the amount of combat there's in it. "Planescape: Torment" tried to be an exception by putting more enphasis on dialogues and statchecks rather than combat but there were indeed still quite e number of trash mobs and compulsory fights, especially in the far less polished latter half of the game.
While the main story of Numenera isn't as strong as the one in the original that statement in RPG gameplay has been brought further along. There are no trash mobs, most of the "crises" can be avoided and the ones that can't rarely can only be solved by fighting and some don't involve combat at all (one is literally a "diplomatic crisis" for example). The only trouble is that the movement interface during crises is not good, it would have benefited from a grid system for greater clarity in my opinion.
The stat pool system can be a bit irritating at first when the stat pools are limited and the money to find a place to sleep and replenish them is scarce but after the first level-ups doing sidequests (which are nice little microstories that sometimes tie in the main quest or in the final destiny of your companions) it becomes more sustainable and basically a non-issue in the late game.
Of course there are still plenty of options for combat but I don't think that challenge is the main point of a game like this but to immerse yourself in a weird story in a weird fantasy world filled with evocative purple prose and dialogues that convey high concepts and some drama and this game delivers in that sense.
Title frankly says it all. I bought this a few years after it came out in the hopes that the bugs would have been ironed out. They haven't.
I "played" this on Linux, so this might not apply on other platforms - please keep that in mind.
The game is very unoptimised - making the use of the "Pillars or Eternity technology" bit that you get in the intro sequence rather annoying. It also suffers from some rather unfortunate memory leaks.
Now, the good part is that I actually succeeded in playing it. Once, in the tongue-and-cheek die before the first scene even starts that I'm sure somebody thought was very clever... and then the problems started. I got stuck at the death screen. Unable to return to the main menu or load another save - since there were none. Force closing the game showed me the game had left a few hundred megabytes in memory so I restarted. With the computer restarted I tried launching the game again. No problems yet. Then I tried starting a new game. This time wiser in regards to what choices not to make. The game never loaded the new game. IT got stuck. I had to force close the entire computer via the power button.
Here's the thing. I don't buy games to make them work, I buy them to play them. Since the start of the year I've already completed a full playthough of Tyranny, one of West of Loathing, and am currently doing one of Pillars. All three Unity games, two of which use the same base as Torment. I know for a fact Unity works on this machine and how the Pillars version of the engine should behave. Torment is unoptimised, badly programmed and suffers from a rather serious memory leak issue.
I know GOG doesn't like it when we bring other games into these reviews but in this case it's a matter of the engine and Torment themselves using the name of Pillars of Eternity in their own game. Torment invites an engine comparisons to Pillars and other Unity CRPGs. Pillars and other Unity based CRPGs work, Torment does not.