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But as I talk to Torment creative lead Colin McComb, I remember why I was excited. It's because Planescape: Torment was different - that's the old game this new Torment thematically succeeds. It was deep on a philosophical level. 'What can change the nature of a man?' it asked as it pondered humanity and existence. Sure it had Dungeons & Dragons rules and a weird multiple universe setting, but they were almost beside the point. Torment: Tides of Numenera follows a similar path. 'What does one life matter?' it asks.
You're the suddenly-awoken consciousness of a body just abandoned by the Changing God. He's inhabited thousands of bodies like yours over aeons, seeing all he can of life while outrunning a fear of death, manifesting as an ancient enemy called The Sorrow. It usually kills the bodies he leaves. But not you. Now you're a key part of a battle and world you don't understand, trying to find your way. Sound familiar? How you get to the bottom of it all will be your journey.
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