‘Torment: Tides of Numenera’: An In-depth Review; How the Game Exceeded Its InspirationBy Ava Jones, UniversityHerald Reporter
"Torment: Tides of Numenera" is considered a spiritual successor of "Planescape: Torment," which was released in 1999 and is one of the best and strangest RPGs of all time. "Torment: Tides of Numenera" lives up to its predecessor and more. It has the isometric design of Planescape with a touch of "Pillar of Eternity" theme. It is philosophical and aesthetically amazing.
"Torment: Tides of Numenera" has its design grounded on chatting with enemies than the traditional sword fights, IGN reported. This strange way of playing an RPG game is balanced with its weird world design. Although it looks like a fantasy game, it is in fact, a sci-fi game.
Its turn-based combat may not be that satisfying, according to reviews, but it is complemented by its wonderfully woven story. It offers a wide range of options to its player when it comes to conversations and its tidal system makes each replay memorable. The major elements of the game that makes it so attractive are its setting and story.
Both "Torment: Tides of Numenera" and "Planescape: Torment" has both their foundations traced back to the pen-and-paper universe, Eurogamer reported. The players discover the world surrounding the game along with its characters. The game has a Changing God that builds new bodies every decade while destroying the old one.
The player takes the role of that Changing God with all its consciousness retained. With that premise, players would understand why there are countless dead civilizations with rich atmosphere featured in this game. Playing a character that is actually not the hero makes the game more interesting.
It means that, just like Planescape, the main protagonist of the game is not here to save the world. That reincarnation of the Changing God that the players use is called the "Last Castoff."
The conflict is found with the presence of a scary entity called "The Sorrow," which hunts don castoff. The main goal of the character is to keep that entity away.