Torment: Tides of Numenera

I've been interested in the idea since it was announced. A spiritual successor to one of my favorite games of all time, Planescape: Torment? Yes please. I didn't back it, though, out of wary skepticism. But with its release, I did pick it up to play, as most reviews seemed positive.

So as a "spiritual successor," it mostly works. It's dialog-heavy. There's a lot of "weird" to the world. There's a reasonable examination of self and consciousness with internal demons of a sort made manifest and an essentially-immortal protagonist discovering and dealing with a history spanning multiple lifetimes. So yeah, it's good in that respect and mostly lives up to what it was trying to do.

Mostly. The world of Numenera has a weird sci-fi-fantasy mix of stuff going on, but (and this could just be me) it seems to lack some of the charm of Planescape. There are some interesting concepts to the companion characters, but only one of them approached being as deep and memorable as Planescape: Torment's cast - and even then, so much of her tale is off-screen.

As a game... eh... it's only really okay. Lots of point-and-click. Looooots of unvoiced dialog (there are a few lines here and there that are voiced). I think the isometric view would work better if there were at least portraits for NPCs being talked to, but there isn't even that much outside the protagonist and a few companions. I'm not against text-driven experiences, but I expect and desire more audio-visual information out of a video game.

Some of the design suffers for being linear/disconnected/potentially-incomplete. There's what seems to be a teleporter that looks like it should access multiple zones throughout the game, but I saw no way to go back to it in later acts when some of those areas are finally accessible. There's an option to upgrade companion armor (which is otherwise fixed) in the second act that you can't really go back to if you change companions in the third (so far as I can tell). Combat is functional, but I've seen better in similar game engines. A few quests progress without you if you sleep, but most of the game does not. It all feels sort of inconsistent.

And while Planescape did feel somewhat hemmed in by being attached to the D&D rules of the time, Torment: ToN seems to have been designed closer to the Numenera game system... but really doesn't fare much better. While the effort system works reasonably well in this context, other things don't. Physical damage is reduced by armor, special damage is reduced by resistance. But special damage is further broken down into energy/mental/chemical/transdimensional types that might mean something in the RPG, but are pretty meaningless in this game. For all the abilities and items that let you select a type, I encountered approximately zero cases where it seemed to make a difference.

It also feels like the Numenera terminology is just trying too hard to be different and techy. Sure, their powers are based on ambient, precursor-civilization nanotechnology, but "nanos" and their "esoteries" are just mages with spells for all practical purposes. Even "numenera" feels like an unnecessary mouthful.

But, for all the little gripes, it's still a fairly neat experience made more novel in this day and age of faster action. Starting a second play through, I've already seen some different quests available, and I wonder what that's based on. It might be interesting enough to play a full second run through, which isn't all that common with me.

Comments

  1. Well... Playing through a second time was educational, but not really beneficial. While there are a few different little detours, there aren't really any totally different branches. Mind you, I couldn't bring myself to play totally differently. My second run character ended up being more aggressive, but still inclined to talk or think through things rather than arbitrarily bashing everyone possible in the face. Picking different NPC companions, Rhin is still the most interesting to me. All the others are kind of "meh." I found some different merecasters, but they all boil down to glimpses of Changing God/Castoff history, most of which are optional. I completed a few quests I missed or avoided before, and the only real difference was a little experience here and there. I had my group better prepared for unavoidable combats, but that largely just emphasized how the "hard" fights in the game are mostly due to number of opponents more than anything else - and it's more boring to wait for the system to go through all of their actions than it is tense or engrossing. PC gender makes virtually no difference that I saw, and "class" only really effects combat options. So what was distinct? Hmm. I found there were morally-acceptable ways to finish a few of the quests I had avoided completing previously. I discovered the mind-reading power selectable at the beginning felt like a huge advantage. But other than a little more backstory on the companions I chose, things didn't play out much differently and I didn't gain any new insights to the story. That's a little disappointing, to be honest.

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