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Torment: Tides of Numenera Kickstarter Announced
Steerpike
Subtropical Southeastern Michigan
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March 10, 2017 - 1:18 pm
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Since I know the story and read many books on the Numenera system and stuff, I can say with confidence that the game experience is just as good as the original Torment, and just as thought-provoking. From day one Colin's goal was to recreate the feel of Torment, even if he couldn't exactly recreate the mood since the Planescape license wasn't available. Numenera works well since it also presents a very strange world and one in which the player has a lot of license. The only thing that threw me was keeping some of the terms straight.

If I were worried about one thing, it'd be that all of us are probably much more "show me through gameplay" these days, and I wonder if a TTON-like game will be able to overcome it. I played through Torment again back when I was working with inXile -- it was something Kevin asked us to do -- and much as I love the original, it was... word-o-licious.

And TTON is similar, so that's a concern. A HUGE amount of game progress can be made just in conversations, plus the Meres are basically text adventures (at least, they were last I worked on one).

I'll check your stream, AJ! Enjoy the game!

Life is the misery we endure between disappointments.

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xtal
planet
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March 11, 2017 - 1:47 am
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It basically reminded me of the original, obviously, and of The Longest Journey and other adventure/rpgs like it.

I'm no longer part of this agency. You there, get my shoes!

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Synonamess Botch
Texas, y'all
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March 11, 2017 - 1:07 pm
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I didn't give a damn about all the D&D stats and die bollocks

Gregg I think that is the best way to play the game, which I did finish but not without some help (mostly for the final encounter which I thought was kind of crappy).  If you treat it like an adventure game and grit your teeth through the bad combat, it's much better.  And the combat is objectively bad.  I will not brook any dissent on this point.  tongue

But I think pausable real-time in which you herd the mob, er, I mean issue commands to party members is a bad system in general.  I've never played an RPG with a system like this that convinced me otherwise.  It's why I hated Ultima 7 even though that puts me in a tiny minority.  But I hated the story (summary: Church of Scientology has brain-washed the populace; go fix it!) so that didn't help.  It's why I never bothered with Baldur's Gate.

But I digress.  Tides of Numenera, right.  If I can catch AJ's stream that will probably be enough for me.

Rule #2: Double-tap

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geggis
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March 12, 2017 - 12:30 pm
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I thought this was an interesting review: http://scientificgamer.com/tho.....-numenera/

Botch, I too am not wild about the 'herding cats' pausable real-time combat. Pillars of Eternity was just so damn fiddly and unwieldy and that was built from the ground up as a videogame with a new combat system, instead of a clumsy translation of D&D. I only had three party members with a small pool of low level abilities and I couldn't believe how bad it was even then. I daren't think how I'd fare with a bigger party and even more stuff to wade through and mouse over eternally.

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