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Greetings and welcome I'm Ash and today I would like to present you my toughts on the
current state of Torment: Tides of Numenera. This is my second review in this series, and
if you're interested in reading my first one in order to figure out what exactly changed,
you can find it by pressing here *ping*, and with that said, let's get on with the show.
The last time I played Torment was back in January, and even though it showed great potential
it wasn't something I felt comfortable recommending, mostly because it was both unfinished and
unpolished. Many months and updates have come and gone since that review, however, and I'm
happy to say that the Torment of today is a greatly improved version of the rough demo
I experienced so long ago. Its still unpolished, there's no doubt about
that, but most of the missing content has been filled in, the stuttering has been taken
care of, and the extremely bare-bones UI has been granted a couple of meals, though its
still quite undernourished. It might not be complete just yet, but this version of Torment
is the closest the game has ever been to its final form, and as such I have decided to
revisit it and see what exactly got improved, and what still requires work.
Before we begin, allow me to just say that I am basing all of my opinions on the first
5-6 hours. While I am definitely excited to play Tides of Numenera, on account of Planescape:
Torment being one of my favorite games of all time, I want to have a mostly "pure" experience
once I finally get my hands on the fully finished, bug-free version. This does mean I might miss
out on some issues that occur only in the late game, but I've gone to great lengths
in order to experience everything Torment has to offer, so I do believe I can still
offer a comprehensive review. With that introduction out of the way let's
jump straight into Torment... and its introduction. I didn't really touch upon this during my
previous review, but Torment's old tutorial was a bit of a mess, both in terms of storytelling
and teaching. If you took the time and effort to read through all of the dialogue, dialogue
that directly shaped your character, it would've taken you around 30 minutes to get through
all of it. Besides being absurdly long for a tutorial, it also bombarded you with so
many seemingly important lore details I actually had to whip out a pen and paper in order to
keep track of what's going on. The culmination of this entire mess was a section that was
supposed to teach you about turn-based combat and present you with your main antagonist,
but it was so sloppy and confusing I somehow left knowing less than when I came in.
Thankfully, the tutorial present today shares very little with its predecessor. Its short,
its concise, and it actually teaches you most of the skills you will need to use throughout
your journey. Best of all, the antagonist is introduced in a much more menacing way,
and with some far reaching consequences that left me intrigued from the very start. Unfortunately,
the section that's supposed to teach you combat mechanics is still as dead simple as it gets,
and it doesn't really cover spells, item effects, or even buffs and debuffs. I can understand
the idea of leaving some things for the players to discover themselves, but those things should
never be the basic gameplay mechanics!
While the tutorial won't teach you much about combat, it will give you a good idea of what
exactly your character is capable of. When I first tried Torment, many months ago, the
character creation screen was instantly followed by a gargantuan wall of text, the equivalent
of an entire A4 sheet of paper filled to the brim with all of the things you needed to
know before getting started. As you can imagine, that is not the most ideal way of introducing
players to a game, so its a good thing that it has been completely replaced.
The new character creation system is just as complex as the previous one, but it spreads
out all of that complexity over multiple pages, so its always easy to keep an eye on what
exactly you're doing. On the first page you will be adjusting your general specialization,
on the second your stats, on the third your spells, and so forth. The UI is quite clearly
still underdeveloped as its surprisingly hard to read all of the details on your spells
and abilities, but for the most part its easy to navigate the various stat screens and create
the exact character you want. In my case, I chose to go with a technologically adept
mage that mostly focused around knowledge-based skills and Intellect, and throughout my entire
playthrough I can't say I was ever disappointed with my choices.
Torment: Tides of Numenera features a detailed character creator
Its a bit on the ugly side, but all of the necessary information is presented well
The reason my character ended up working out perfectly is because every encounter has multiple
solutions, with the less direct ones usually requiring you to either complete some secondary
objective, or to just be skilled enough to bypass the problem entirely. Peaceful solutions
might not always work out, and you will have to fight from time to time, but if you're
observant enough you'll find a way to avoid almost every single encounter, and that is
something I greatly appreciate seeing in my RPGs! Nothing feels better or more fulfilling
than skipping what is obviously a tough fight through a combination of clever item use,
good communication skills, and a whole array of side-objectives that further flesh out
the story. I would be happy with just this alone, but
Torment takes things a bit further with the Effort system. If you've ever played any of
the oldschool RPGs, or even Fallout: New Vegas, you know full well how much it sucks being
locked into combat just because you were a single, damnable skill point away from passing
a skill-check. In Torment, you can actually avoid this issue entirely, and this is done
through the aforementioned Effort system. If you encounter a challenge that is far too
much for your skills to handle, you can expend some points from your Effort pool in order
to boost your chances. Each of your primary stats (Strength, Speed, and Intelligence)
has their own specific pool and the points reset once you take a well-earned rest, so
even though you can beat some nearly-impossible skill-checks, you can't do it very often,
and this is where things get tricky! Do you risk 70% odds in order to preserve your Effort
pool, or do you invest a couple of points in order to ensure your task gets completed
properly? Whatever choice you make you're most likely going to feel the consequences
somewhere down the line, so unless you constantly save and reload you will create a slightly
unique experience every time you go through a certain part of the game.
Naturally, there are ways to augment your chances through various talent choices, and
you can occasionally even refund all of the points you spent on a challenge, so don't
stress too much about your Effort pools. They are mostly there to help you out, rather than
to punish you for exploring and attempting to experience as much of the content as possible.
Many things have changed throughout the development of Torment, but the story has received almost
no sweeping changes, mostly because it really didn't need any. Even in the earliest version
of Torment, the one with broken combat and numerous pieces of missing content, the story
was fully fleshed out and ready for the player's eager eyes.
If you've ever played Planescape: Torment then Tides of Numenera will instantly feel
familiar to you in regards to the overarching story, simply because it follows the exact
same concept. You are a nameless character that holds within him (or her) the memories
of countless other lives, yet you cannot recall anything but the faintest glimpse of those
that came before you. As with Planescape, you are hunted by a mysterious entity that
seems deeply linked with who and what you are, but what it is and why exactly it hunts
you, nobody can tell. Things get a lot more interesting as you progress further through
the story, and don't worry, it doesn't simply rehash the Planescape formula, it instead
uses it as a foundation to build something new and fresh.
Since I can't go into detail given that I want to avoid any potential spoilers, I will
instead tell you of a few early game moments that resonated strongly with me. The first
one is a chance encounter with a bunch of cannibals deep below the city of Sagus, an
event that other games would usually resolve with combat, but in Torment it starts and
ends with a lovely little chat. As it turns out, these folks aren't eating dead bodies
simply because they are disgusting savages, but rather because they want to preserve the
memories of the deceased. You would think a simple pen and paper would be enough, but
according to them the only thing that awaits you in the afterlife is the queen of death
and her untold number of children, all more than eager to feast on the souls of those
that get flung into her realm. It could all be mere superstition, an excuse
to indulge in some truly gruesome feasts, but due to events that I won't discuss the
whole story gets a disturbing air of truth about it. I'm still not sure whether I believe
them, but these types of existential questions weren't the sort of thing I expected to get
from a cannibalistic cult, not by a long shot.
The second little story I wanted to share concerns an inconspicuous character at the
corner of the public plaza. Chances are, most of you are going to completely ignore him
given how plain he looks and how well he fits the background, and that would be a massive
shame given that he is one of the more... unique inhabitants of the city. He is simply
known as Genocide, and was once a great warlord that conquered countless nations at the behest
of his god, but was eventually captured and put into a permanent statis as a punishment
for his transgressions. You would expect that this turn of events would result in him being
the most broken and depressed man alive, but as it turns out, he is completely content
with the current situation. Those that imprisoned him are now dead, those that fought against
him are now dead, and those that once mocked his imprisonment are also now dead. He remains
alone, the one true victor of that forgotten conflict, and he will remain until eternity's
wheels grind down to a halt, or the statis that holds him eventually loses its power.
Since he is practically ancient and has observed the course of history throughout his eternal
vigil, its quite interesting to get his viewpoints on various topics. Most importantly, he can
help you remember things from your past lives, because as it turns out, one of your past
selves was present during that climactic battle, though I won't tell you more than this. Besides
his lore significance, the reason I love him so much is the simple fact that he is a random
character huddled in a faraway corner of a busy public plaza, not something you are drawn
to with quest markers or elaborate cutscenes. He's just a small little bonus for those that
love to explore and immerse themselves into the world.
There are plenty of other characters and events like this, many of them even more intriguing,
and while I would love to tell you all about them it would be outright terrible from me
to just ruin the surprise. To put it simply, the story in Torment is gripping, well written,
and full of unique characters that will remain in your mind well after you're done with the
game itself. I still haven't completed the entire campaign, so take the following statement
with a few granules of salt, but I do believe Tides of Numenera has a story that is just
as good, or perhaps even better than Planescape: Torment, and that is not an easy feat to accomplish!
Now that I've lulled Torment into a false sense of security with plenty of praise for
the story, its time to sharpen the axe and get hacking away at the combat system. To
put it bluntly (heh...), its about as terrible as that sorry excuse for a pun! Do note, however,
that I am basing this opinion on some fairly low level content given that I've only played
around 5-6 hours, so things might get better as more skills become available, but from
what I've experienced the combat is buggy, slow, unintuitive, and the attacks lack any
sort of weight behind them. Let's start with perhaps the biggest problem
- none of the attacks feel impactful. InExile's previous game, Wasteland 2, had a rather basic
combat system as well, but the guns always felt powerful when you fired them which helped
make each blow feel satisfying. The battles in Torment, on the other hand, feel like a
bunch of people standing in a circle and rhythmically slapping each other with previously dulled
wet noodles. The melee attacks don't feel meaty, the spells don't have bombastic effects
or sounds, and the ranged weapons are so quiet I'm often left wondering what exactly the
enemy even used to hit me. The second, and equally aggravating problem,
is the general clunkiness present throughout the entirety of combat. Its hard to tell which
character currently has their turn, or how far you can move before you run out of movement
points, and sometimes passing the turn takes so long you might click "Pass Turn" again
and accidentally skip another one of your characters! It also doesn't help that this
is by far the buggiest part of Torment, with a wide variety of issues that tend to result
in your characters being incapable of attacking. For example, if you try to talk to some enemies
during combat you will get stuck with the "Can't click this" mouse pointer which won't
resolve itself under any circumstance, and to which the only fix is a complete reload.
While the combat leaves much to be desired, its not actually that big of a deal, believe
it or not. The reason I say this is because Torment is primarily a story focused game,
and if you want to get the most out the story and its characters you will probably spend
a lot of time talking to people, which coincidentally is an excellent way of defusing combat situations
into a friendly chat and a pint at the local wizard pub.
Don't get me wrong, however, I do think the combat needs to be improved, and drastically,
before I consider Torment ready for release, but it is an Early Access title and as such
these issues are to be expected. Thankfully, they are also not hard to correct, because
the combat could easily be improved through the addition of better effects (both graphical
and audio), as well as a bit of general polishing, all things that tend to come last in terms
of game development. So here's to hoping that Torment manages to fix all of this by release
and create a truly all-encompassing RPG, one that caters to all types of players.
Torment: Tides of Numenera is a faithful homage to one of the greatest RPGs of all time - Planescape:
Torment. Much like its predecessor it features a brilliant story filled with unexpected twists,
fascinating characters, and a world that seems to defy any laws of logic or common sense,
with the end result being a truly engrossing experience. I enjoyed Torment when it was
bare-bones and buggy, I enjoyed it now in its somewhat complete state, and I can almost
guarantee I will enjoy it doubly so once its finally finished.
This brings me to perhaps the most important sentence in this entire review: Torment might
seem to be fully finished right now, but there are still plenty of issues and quirks that
need to be patched up before its ready for a proper release. In other words, if you're
not OK with bugs and lacking gameplay features then stay away from Torment for the next couple
of months, but if you don't mind these flaws then by all means, jump in and enjoy one of
the finest RPGs I've played in recent years.
Thank you guys for listening, and if you enjoyed this, or even if you didn't, please do let
me know. And if you would like to see more, you can either subscribe here, or you can
check out the website linked down below, that one tends to be updated a lot more frequently.
With all of that said, I hope you guys have a nice day, and I will see you soon. See ya!