Torment: Tides of Numenera is out

Genocide and Malaise are probably my favorite characters, but I also enjoyed the Kwherezimian in the Bloom.

I also very much liked my journey and ending with Rhin, twas' more than fitting.
 
Is it just me or every situation can be resolved not only peacefully but also with a certain happy end? Especially companion quests.
 
Is it just me or every situation can be resolved not only peacefully but also with a certain happy end? Especially companion quests.

There is one quest in the cliff´s edge envolving a stitcha outcast. If you kill it you get payed with money and an useful item. If you get it back to it´s people you only get gratitude from the orphans.
 
There is one quest in the cliff´s edge envolving a stitcha outcast. If you kill it you get payed with money and an useful item. If you get it back to it´s people you only get gratitude from the orphans.
It is a quest with happy end, for the stitcha. And as far as I remember, kids' graitude is something useful item anyway.
 
Still at the 6 hour mark because the new Zelda has consumed all of my gaming time. Will get back to it eventually, but for right now my playthrough of Tides is on indefinate hold.
 
Codexian Hyperbole at its best. They've been shitting on Pillars since it was released and here we are http://www.metacritic.com/game/pc/pillars-of-eternity

Incredibly vocal minority that InXile has made abundantly clear that they don't really give a fuck about.
Of the posters in that thread who voiced a clear-ish opinion about the game, I counted:

10 negative
10 positive
5 I would classify as neutral (i.e. listing the same number of both good and bad points, saying the game isn't great but not awful etc.)

Not all negative ones were simply "shitting" on the game, either. So this is either a very bad example or your attempt at cross-site-trolling falls victim to the same kind of selective perception that has lead to NMA's bad reputation.
 
Bwahahahahaha.
I said that I feared this new "Torment" would try to be "edgy" and fail totally and I was right it seems!
Too many cooks in the kitchen spoil the meal (or however the saying goes) and having so many writers definitely seems to have spoiled the story and characters in a game where that is pretty much the full focus of this game.
I have read reviews of this game by players of the original, by kickstarter backers and other players and what they say about the characters and story is that they are both bland, boring and don't make the player care. The graphics are nice for the backgrounds and maps but for the characters they suck, none of your choices matter much except the last one before the end (I even heard that to get to see most or all the different endings all one has to do is saving before that last choice and just reload and pick a different one and, tada, a different ending).
The game seems rushed and had lots of stuff cut, the writing is sub-par and not even on a similar level compared to the original P:T, characters are bland and that the game doesn't even answer it's own marketing branding question of "What does one life matter?".

Apparently the game system is based on the Monte Cook's RPG system, but people who play the RPG say that it was butchered a lot and totally ruined in this game.

They call this game the spiritual successor of Planescape: Torment but while that game was story heavy and had well written story, companions and NPCs, it was also a good cRPG (combat was a bit cumbersome but I always thought it was good enough for the game). This game seems to be mostly like a "visual novel" (which some reviewers mention) and forgot the cRPG part. And some reviewers keep saying that the characters are not well written, the story is not that good either, there is no real choices (and the ones that there are don't really make you care much either way), etc.

Some reviews that make me wary of wanting to invest my money on this game:
You can't threaten or persuade a common kid into answering your questions. Either you pay him money or leave the dialogue.

You can't get into a combat with a group of thugs competing with you for the same bounty, you have a gazzilion of dialogue options but you can't attack them and get into the real combat. Even if you manage to get one of them killed via one of the dialogue options you can't loot his corpse.

Often you can't discuss a reward for a quest before you complete it. Even if the quest involves something illegal or risky you can't ask about your payment before you complete it.

Often you have to believe when you are being lied too, because most of the time there is no option to claim that whatever obvious ♥♥♥♥♥♥♥t a NPCs tells you is a lie.

There is a lot of text, yes, but very few choices and ways to roleplay any other type of personality except a common good and nice hero, that helps every person in need them/she/he meets. For a game with focus on dialogues there are too few real options in dialogues besides asking questions.

Pro's:

-The backgrounds are well done and have great detail.
- Idea for the storyline is awesome.
- Clean user interface.
- Wide range of Cyphers

Con's:

- Exceptionally linear storyline, with hardly any sub-plot.
- Choice and Consquence theme barely flushed out to its true potential.
- Tides aren't maximized in a useful manner to benefit the player.
- Could complete entire storyline and every quest available in less than 24 hours of gameplay. So not nearly enough quests or alternate storylines.
- Inability to revisit old areas. Area's that are outside the city(s) are small and lacking, if they exist at all.
- The game favors one style of play over another and the way to achieve that is primarily intellect usage. Can't play the dumb oaf because you'd be dead before the second chapter.
- Species introductions and encounters are limited to the game area (chapter in main plotline) you encounter them on and no where else.
- Character and player party npcs models are about as good as Neverwinter nights when it was first released.
- No main character customization. Can't dye your hair, get tattoos, new scars or even decent looking armor.
- The main plot line feels like its rushed, and that they couldn't end the game soon enough.
- Not enough fluff. Whether that be useless quests, strange things to find, or weird ♥♥♥♥.
- There's practically no party banter and the personal quests aren't very engaging.
- Character movement pathing is cumbersome and poorly designed. There isn't a multi-waypoint system to tell a character to move around an obstacle.
- Game mechanics in hostile situations are still buggy.
- Player class is limited and unoriginal. Fighter, Rogue, Mage, like really? That hasn't been done to death.

I really want to reccomend this game, based on my history with the genre and the devs, however I simply cannot, especially at the current price, and after the amount of time it was in development and the amount of kickstarter money that went into it, I can only say it was a massive disapointment in nearly every regard.

- Giving credit where credit is due, the world is fantastic, and intriguing, unfortunetly this is not an original part of the game, they simply lisensed Monte cook's Numanera setting, though this was a great choice.

- The main problem I have, is that despite the setting, there is no game here. It's a puzzle, and an easy one at that. There are mayble a half dozen mandatory combats in the whole of the game and most of them are more puzzly than combat anyhow, which would be fine if there was any sort of challenge persented.

- Puzzles are good, not having to fight things is interesting, when the "puzzle" to avoid the fight is a single line of dialog with a percentage chance to pass or fail, and its nearly impossible to fail, ya dun farked up the game design son.

- The other problem is, for a game that is supposed to be about player choice, your choices mean very little, and dialog options are more about solving a puzzle than adding any depth to the story or meaningful character development. Also there are a dozen insta-deaths in game, with no warning, for choices where you have done similar actions before. Great game design there lou.

- Because the choices don't do anything other than solve puzzles and the game is almost entirely linear, there is little to no replay value, unless you want to change a few lines of text in the credits screen, and not much change at that.

- The graphics which aren't background are mediocre at best, however the backgrounds are gorgeous.

- You can't use many movement type skills, which would be great for stealth, outside of combat, nor, as far as I can tell, can you seperate your party members to make sneaking about easier.

- None of these would be a problem if there were much of a game to play through, sadly there isn't.

- The only "exploration" is holding down the tab key to look for items and interations, there are no optional areas apart from a "secret" room or two and the game is almost entirely linear, even the sidequests are all completed by just checking out all the locations and talking to people in the areas you go for the main story.

- The game is only 15 hours long, I took 17.1 according to steam doing every sidequest + pixel♥♥♥♥♥ing for treasure and

- To make a comparison, Pillars of Eternity has a larger world, longer playtime, just as much if not more (and arguably better) story and a much more entertaining and versatile gameplay experience and was made for less money and in considerably less time.

Torment: Tides of Numenera is an experience. It is a vast, sprawling world of strange and bizarre sensations. Filled with wonder and horror.
It is a very wide and deep world that allows you to dig into all kinds of strange backstory and really learn the setting and the people and creatures inhabiting it.

Frankly it is a very good argument to try out Monte Cook`s tabletop version. It is also a rather poor game, unfortunately.

As i mentioned, the world, the canvas on which this game is painted can be explored, poked and prodded like no other game i can remember in at least the last ten years. That part is exceptional and memorable. The story itself is...good. Not great or amazing but good.

But everything else from the graphics to the UI to the combat to the utilization of the PnP ruleset is lacklustre and uninspired and/or cut. I have seen the Devs argue about making the cuts for the benefit of the story, that they had to do it this way to make it fit properly. And i dont believe them. I would like to do so but the state of the game would be obvious, should have been obvious at least a year back and yet they said nothing. A month ago they did tell us some content was cut but did not mention all the other cuts that happened. Lies by omission may not strictly be lies but they certainly dont engender trust.

Torment: Tides of Numenera is an elegy to halfassed shoddy work in almost every aspect but the world and story, which admittedly are the two most important parts of a RPG but that cant make up for all the other failings.

Do i regret Kickstarting this game?

...No, i dont.

Would i have Kickstarted it even knowing what i do now?

...Yes.

But that is because this is exactly the kind of experience that i love. And even then i have to think it through before i answer in the positive.

In the end Torment behaves like a game that was made by people that would rather write a visual novel. Four years and millions of dollars was spent on Torment and the game part of it show no evidence of that at all.

To sum it up: Do you love Planescape: Torment`s story and weird worldscape? Then you might like Torment: Tides of Numenera too.

Do you want to play a RPG game? Then i cant recommend Torment: Tides of Numenera.

And ultimately i believe most people want to play a RPG game.

I am glad a new isometric "cRPG" was released, but I still think they could have skipped the "Torment" from the title and just called it "Tides of Numenera" (since it is inspired by the Monte Cook's Numenera RPG) and be done with. Using the "Torment" name and keep referencing the original game all over their site and game pages of Steam and GOG just for getting sales from fans of the original game is the same thing Bethesda did with Fallout 3 (I gave flak to Bethesda for that back then and I will give flak to inXile now for this one). They should be ashamed of it.

Grumpy wombat is back!
 

I disagree. I like the story, most of the writing, and plenty of things made me care.

And (contrary to what seems to be the trend these days) the ending was one of the best parts about the game, and definetely added some punch and nuance to the game's "question". Also, there are plenty of unique endings, and I mine made absolute sense to the character I wanted to play, and gave me closure according to my choices. But yes, the final choice is important, although there's plenty of Fallout-style ending sliders that reflect even small choices that you made along the way, and thematically it is similar to Planescape: Torment.

And yes, Monte Cook's RPG system was butchered, it's pretty crap mechanics-wise (but so was the original, in my humble opinion). I honestly doesn't think it's a bad game at all, not in a Fallout 3/4 sort-of-way by any stretch. But it's just so, so far from what it could have been, with so fuckin' many cut stuff it's unbelievable.
 
I just got an update about T:TON in steam. They´re announcing that they´re going to work on things that they
couldn´t put in the game before the official release. One of those things will be the toy companion.

Thoughts?
 
I just got an update about T:TON in steam. They´re announcing that they´re going to work on things that they
couldn´t put in the game before the official release. One of those things will be the toy companion.

Thoughts?

I dunno if the updates will be really enough to solve the issue of the fact the game is 99% reading on a peaceful run.
 
Aren't most CRPGS? I was 10 hours into AOD ( a game I really should pick back up) and I had yet to do more than read.

Isometric RPG's tend to have more reading yes but it shouldn't be a crutch for the gameplay. Many CRPG's have fun and engaging gameplay. Divinity, Wasteland 2, Fallout 1-2, Underrail (mixed feelings about it overall but still), PoE and hell even Tyranny. DnD maybe a bunch of nerds making shit up but there is still game rules n stuff.
 
I have not finished the game yet and can't really judge the story fully. I have been reasonably enjoying it thus far, but two negative things did stick out when I have been reading all the text in this game and they have been preventing me from enjoying it fully.

First is the annoying obsession that the writers had with just proliferating dorky internal jargon into every single conversation and description. You can't go two sentences without spotting some gibberish neologism made by randomly meshing phonemes together like "The Knights of Snopkalkst", "The Olkahsmndr of Alkwlnq", "The Anetoic Clakktu", etc... Most of the time those nonsense doesn't even have any relevance to the story at all. If you are going to add some new term to your fantasy, then you should at least have reason for it, don't just make up meaningless words for the sake of bloating the lore.

Second is the fact that the setting was sold as being SciFi (you are supposed to be on an advanced civilization millions of years into the future), but it's clearly just straight out fantasy which annoyingly refuses to drop the SciFi facade at all. It's one thing to make your SciFi "soft" by featuring things like faster-than-light travel, but TToN goes way much farther than that and just straight out features things that deliberately don't even make any sense like abstract concepts (such as dreams or years of a person's life) turning into physical matter, etc...

Fantasy settings are fine, but if you are going to have one of those you need to commit to it and don't try to mix SciFi into it because the two things go about as well together as toothpaste and orange juice.
 
Isometric RPG's tend to have more reading yes but it shouldn't be a crutch for the gameplay. Many CRPG's have fun and engaging gameplay. Divinity, Wasteland 2, Fallout 1-2, Underrail (mixed feelings about it overall but still), PoE and hell even Tyranny. DnD maybe a bunch of nerds making shit up but there is still game rules n stuff.

If you do a peaceful playthrough in any of the games listed that support it you still spend most of your time reading. It's actually works better for Torment because the combat is trash.
 
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If you do a peaceful playthrough in any of the games listed that support it you still spend most of your time reading. It's actually works better for Torment because the combat is trash.

A peaceful playthrough of Wasteland 2 and PoE is incredibly difficult. You can certainly role play a less violent team/character but to actually go out of your way to avoid mobs and mandatory fights is very difficult. Actually you cant do 100% pacifist runs for any of the games I listed...They all have mandatory fights.
 
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