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Torment: Tides of Numenera review

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  • Torment: Tides of Numenera review

    Kickstarter-fuelled nostalgia or not, it takes more than a little self-confidence to name your game after one of the smartest, most beloved, most respected RPGs ever made. That's not a percussion heavy soundtrack you're hearing in Not Planescape Torment: Numenera, just the clanking of its giant brass balls. And yet somehow, against the odds, inXile does it proud. To be clear, Planescape remains by far the superior Torment, but Numenera is as close as anyone's gotten to not just recreating what it did, but the experience of discovering it.
    Both games have their roots in pen-and-paper universes, though as with Planescape, it actually helps not to know much about the world so that you can learn along with the main character. You're not an immortal amnesiac this time, but rather the 'Last Castoff' - in brief, there's an entity called the Changing God who likes building himself new bodies every decade or so, then just dumping the old one. That's you this time, though like your brothers and sisters, you retain your consciousness, and are a relatively common sight in the world.
    It's a fantastic world, too. Numenera is SF rather than fantasy, set on top of eight civilisations' worth of toys and wreckage that range from familiar robots to full-on demonstrations of Clarke's Third Law that any sufficiently advanced technology can be combined with a silly hat to make its user look like a wizard. It's a multicolour world of strange floating doohickies and spinning triangles and particle fountains and ancient clocks the size of buildings, and honestly a real breath of fresh air after the far more traditional settings of recent RPGs like Pillars of Eternity and Tyranny and even The Witcher 3.
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