It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
In every way, we tried to take what people loved about Planescape: Torment and push it even further.

Planescape: Torment has a sequel now (okay, so that feels pretty great to say). Technically it's a "thematic sequel", in practice it is every bit the followup to one of the greatest video game stories ever told.
Just as importantly, both Planescape: Torment and Torment: Tides of Numenera were designed and brought to life by some of the very same creative minds. This week, we had a chat with two of those minds: Colin McComb – Torment's Creative Lead – and Adam Heine – Torment's Design Lead – to explore the connections between the games, as well as their own experiences working on two sister projects decades apart.





Let's start with the most important thing: can you tell us about yourselves, and your roles in Tides of Numenera and Planescape: Torment?

COLIN: I am the creative lead for Torment: Tides of Numenera, which means I’m responsible for the overall narrative, major characters, and vision. That is not to say that I did this all myself, mind you! People like Adam, Chris, George, Kevin, and Nathan were all extraordinarily helpful in the early drafts of the story and in focusing our attention on how to deliver the proper player experience.
On Planescape: Torment, I was the second designer on the project – when the PS:T team was ready to move into production, I came aboard.

ADAM: As Torment's design lead, my primary role is to design, or oversee design, for the various gameplay systems—everything from combat to conversations to items to companion attitudes. I also designed a few areas within the game and, like Colin, wrote a good chunk of conversations.

On Planescape: Torment, I was a scripter responsible for implementing the areas of the game, including combat AIs and scripted cutscenes.





So, what's the coolest thing you got to work on for either game?

COLIN: Well, getting to shape the story for Torment: Tides of Numenera was definitely the high point. Being involved from start to finish was a huge privilege and a great treat. For PS:T? I’d say either writing the Smoldering Corpse bar or writing Trias’s final dialogue.

ADAM: My favorite part of working on Planescape: Torment was figuring out how to make cranium rats smarter and more deadly as more of them appeared on-screen.

On Numenera, the coolest thing I got to work on was Pat Rothfuss's character Rhin. She intentionally breaks several RPG companion tropes, and it was really interesting trying to figure out how to make her fun and sympathetic without frustrating the player's expectations of her. Discussing story, character, and games with Pat was an additional, extremely pleasant bonus.





Planescape: Torment asked “What can change the nature of man?” Torment: Tides of Numenera asks "What does one life matter?" So why these questions, and what makes the answers important?

COLIN: These are fundamental philosophical questions. Chris created the thematic question for Planescape: Torment, and it resonated strongly with our players. We thought that was one of the strongest appeals for our game – the question that would help our players explore the issues in their own lives. These are ongoing questions – they don’t require you to find the answer and then live by it for the rest of your life. You can come back at different stages of your life and find new nuances and fresh perspectives each time you ask, and each time the question will reward you.






The two Torment games explore morality decades apart from each other. So what's your take on how morality has changed in video games, and did you bring any of these modern ideas into Tides of Numenera?

ADAM: Tides of Numenera absolutely explores morality and shades of gray. One of our conventions from the very start—for both conversations and quests—is that there should almost never be an obvious "best solution." If there's a crazed lunatic holding open a portal to hell, maybe you can kill him, trick him into killing himself, or convince him to live with the pain that caused him to open the portal in the first place, but there's no easy option where he realizes he's wrong and becomes a good, happy person.

I think Torment: Tides of Numenera takes morality a step further than Planescape: Torment in that there is no good/evil dichotomy built into the system. Whether it's explicit or not, a lot of RPGs are subconsciously built around D&D's alignment system—I've yet to meet an RPG designer whose first inclination is not to think in terms of good/evil/lawful/chaotic. That inclination is something we had to fight against on TTON as well, and certainly you'll find situations here and there where you're asked to make a choice between right and wrong, but much more often you will find your choices are more nuanced than that, where you're forced to make hard decisions about people's lives.






Are there parts of Tides of Numenera that you see as a direct evolution of Planescape: Torment? Anything you set out to do better?

COLIN: We explicitly drew our major design pillars from PS:T – a world unlike any other; a deep, personal story (not an epic save the world quest, but a personal narrative); and choice, consequence, and reactivity. We wanted to honor the strange and alien feel of a living world that is unlike anything else on the market today, and we wanted to ensure that the player would feel the story’s direction is a direct consequence of the choices he or she made throughout the game.

ADAM: TTON's combat system represents the greatest departure from Planescape: Torment. It was generally felt that PS:T's combat system was the least interesting part of the game, so we steered combat hard in the opposite direction: turn-based instead of real-time, hand-crafted scenarios instead of filler trash mobs, and the vast majority of fights are avoidable if you say or do the right thing. The result is less combat than you would expect in an RPG, but it's tied to the narrative and far more interesting.

On the other side, conversations and companion arcs will be very familiar to Torment fans. Our conversation system is intentionally designed to look and feel like PS:T, though even there we made a few improvements. The Nano's Scan Thoughts ability, for example, allows you to read the surface thoughts of virtually every NPC you meet, giving you additional insight into their character and story. We pushed companion arcs, too, to the point where a few of them can resolve their storyline—and leave the party forever—before you even reach the end, if you so choose. In every way, we tried to take what people loved about PS:T and push it even further.






Finally, for the biggest fans, the games are connected in so many ways – can we expect any cameos from Planescape: Torment in Tides of Numenera?

COLIN: Yes indeed! We didn’t want the game to be a bunch of in-jokes, but we also seeded a few direct references, and some that were less obvious.

ADAM: Due to IP constraints, there are (almost) no straight-up cameos, but there are a lot of nods to the original. Every single one of our writers is a huge fan of PS:T, and although Colin, George, and I were pretty strict about not letting anyone break the fourth wall, Torment fans will find much to love.
Post edited March 03, 2017 by Konrad
avatar
sharien: Yeah and while you bring up some valid points especialy regarding the visual aspects, the final score does not reflect what you have written in the review. Giving a game, that is heavily focused on narrative and story (which you rated as a 9/10 on your review), the lowest possible rating you can give, is highly unfair.
I can understand that you didnt like the combat system, although i think that if you are approaching this as a combat heavy game you are missing what this game is about.
The way the system is designed disincentivizes combat - that is very much true. But that is also fairly realistic. If you have ever fought, for example in martial arts training or tournaments, you will know that it is very exhausting... and that is exactly what the effort mechanic is meant to model. Yes you can fight your way through the game... but then you better should be a Glaive, because they are the only of the classes that are meant to be warriors. They actually can get through combat without expending large amounts of effort, but they will likely have to spend a lot of effort to beat other kinds of challenges.
With this in mind i think they should have given the player access to at least one more Glaive companion though, just to allow for a more diverse party, should the player so desire.
You are absolutely right though, that a turn based system will take more time to play through encounters with than a real time (with or without pause) system and i understand why you dislike that. I personally enjoy them but thats neither here nor there.
Anyway i would appreciate if your final scoring and your review are more consitent with each other.
And no i am not asking you to just raise the scoring... If you feel the game merits the lowest possible rating, your review should reflect that as well.
avatar
benzeneboy: A game with a good story and poor mechanics is a bad game.
A game with a poor story and great mechanics is still fun to play.

InXile stated that this game would be a successor to Planescape: Torment. They did not succeed. They made a bad GAME, so I stand by my review.
Well, Some Adventure games did have bad mechanics but are still considered overall good.
Take for intance dreamfall the longest journey.
Most people didnt like the combat or the sneaking but the game is still considered good but not great.
So this formula isnt always correct.
avatar
benzeneboy: A game with a good story and poor mechanics is a bad game.
A game with a poor story and great mechanics is still fun to play.

InXile stated that this game would be a successor to Planescape: Torment. They did not succeed. They made a bad GAME, so I stand by my review.
avatar
Lodium: Well, Some Adventure games did have bad mechanics but are still considered overall good.
Take for intance dreamfall the longest journey.
Most people didnt like the combat or the sneaking but the game is still considered good but not great.
So this formula isnt always correct.
Hyping your game up as Planescape: Torment is a bad idea if you can't deliver in the same way that taking the homecoming queen out for prom is a bad idea if you don't know what you are doing.

The consequences for failure are magnified because of expectations. T:ToN fails to deliver on expectations in a way that dreamfall probably didn't (I haven't played the franchise.) If T:ToN had not advertised itself as a Torment game, there would not be the need to criticize it so harshly. But it fails in nearly every way to live up to Planescape:Torment, a game that many people regard as the greatest RPG of all time.
avatar
Lodium: Well, Some Adventure games did have bad mechanics but are still considered overall good.
Take for intance dreamfall the longest journey.
Most people didnt like the combat or the sneaking but the game is still considered good but not great.
So this formula isnt always correct.
avatar
benzeneboy: Hyping your game up as Planescape: Torment is a bad idea if you can't deliver in the same way that taking the homecoming queen out for prom is a bad idea if you don't know what you are doing.

The consequences for failure are magnified because of expectations. T:ToN fails to deliver on expectations in a way that dreamfall probably didn't (I haven't played the franchise.) If T:ToN had not advertised itself as a Torment game, there would not be the need to criticize it so harshly. But it fails in nearly every way to live up to Planescape:Torment, a game that many people regard as the greatest RPG of all time.
Well i havent played the game yet or bougth it, nor did i care about the hype.
Beliving in hype is a really bad idea that several games have proven, Migthy number 9 forexample.
avatar
benzeneboy: Hyping your game up as Planescape: Torment is a bad idea if you can't deliver in the same way that taking the homecoming queen out for prom is a bad idea if you don't know what you are doing.

The consequences for failure are magnified because of expectations. T:ToN fails to deliver on expectations in a way that dreamfall probably didn't (I haven't played the franchise.) If T:ToN had not advertised itself as a Torment game, there would not be the need to criticize it so harshly. But it fails in nearly every way to live up to Planescape:Torment, a game that many people regard as the greatest RPG of all time.
avatar
Lodium: Well i havent played the game yet or bougth it, nor did i care about the hype.
Beliving in hype is a really bad idea that several games have proven, Migthy number 9 forexample.
And I believe that games that don't follow through on their hype deserve to receive bad reviews, if nothing else to let others know that the hype is not real.
avatar
Lodium: Well i havent played the game yet or bougth it, nor did i care about the hype.
Beliving in hype is a really bad idea that several games have proven, Migthy number 9 forexample.
avatar
benzeneboy: And I believe that games that don't follow through on their hype deserve to receive bad reviews, if nothing else to let others know that the hype is not real.
I think i will let the game speak for itself
or wait for a more objective comment since i feel your judgment of the game is based soley on the disapointment you had with the Hype that didnt meet your excpectations.
avatar
Lodium: Well i havent played the game yet or bougth it, nor did i care about the hype.
Beliving in hype is a really bad idea that several games have proven, Migthy number 9 forexample.
avatar
benzeneboy: And I believe that games that don't follow through on their hype deserve to receive bad reviews, if nothing else to let others know that the hype is not real.
Depends on where the hype is coming from. When it's coming from a developer like it is with this, I'd agree. When it's coming from users expecting too much (ie. people expecting MN9 to be Megaman 9000), I'd disagree.

I don't think I'll end up completely agreeing with the above review* but, ToN isn't shaping up well so far.
*(I'll take likable NPCs, even if it's predictable, over uber deep, tortured, nonsense any day.)

Joinable NPCs aren't faring that well in either department though (likable or deep). It seems like they got too caught up in shades of gray bullplop rather than actually writing a compelling story for the main character or the NPCs.
Post edited March 05, 2017 by The_Gypsy
Oh man, I really should finish Planescape: Torment. Now if I could just find that save file... or maybe I should give it a completely fresh go...
avatar
GOG.com: In every way, we tried to take what people loved about Planescape: Torment and push it even further.
avatar
Cattlehunter: Yeah, tried and failed.
Thanks for taking the time to write this.
avatar
benzeneboy: And I believe that games that don't follow through on their hype deserve to receive bad reviews, if nothing else to let others know that the hype is not real.
avatar
Lodium: I think i will let the game speak for itself
or wait for a more objective comment since i feel your judgment of the game is based soley on the disapointment you had with the Hype that didnt meet your excpectations.
Well, the two people in this feed who have played the game and reviewed it seem to agree. But please, by all means spend $45 of your own money and write us a perfectly objective review of the game you have yet to play. You just might want to do it sooner rather than later if you want that opinion to mean anything at all to anyone who was interested in purchasing this game.
avatar
Lodium: I think i will let the game speak for itself
or wait for a more objective comment since i feel your judgment of the game is based soley on the disapointment you had with the Hype that didnt meet your excpectations.
avatar
benzeneboy: Well, the two people in this feed who have played the game and reviewed it seem to agree. But please, by all means spend $45 of your own money and write us a perfectly objective review of the game you have yet to play. You just might want to do it sooner rather than later if you want that opinion to mean anything at all to anyone who was interested in purchasing this game.
Perhaps but
im not made of money
il just wait for a few more reviewe,s.
Just for the record
It seams people on steam are both giving thumbs up and a thumbs down
And some people are writing positive revies and some negative review,s.
It seams that the votes and reviews aren,t coherent so that was part of my reason to wish for a more objective one here but alas
it seams i have to wait some more.
Completely agree with everything you've said here.

I backed this game on Kickstarter expecting, not another Planescape: Torment, but a game at least striving to the quality of content of the aforementioned. What the devs did here, was piggy-back on the glory and prestige of a masterpiece, whilst delivering, as you say, a shameful, poorly designed, tasteless derivative.

Terrible game and terrible writing. Endless seas of pretentious text, content for the sake of content. Shameful, truly.


avatar
GOG.com: In every way, we tried to take what people loved about Planescape: Torment and push it even further.
avatar
Cattlehunter: Yeah, tried and failed.

Planescape: Torment feels like a work of art. Like a coherent vision that came together harmoniously, put together with the tools the people who made it had available to them at the time.

Torment: Tides of Numenera feels like a dessicated corpse prancing around in PS:T's clothes desperately trying to form an association between the two in the audience's mind. Where you'd be hard pressed to find flaws with PS:T in much but the lacking combat and pathing and it's sometimes excessive writing, T:ToN does almost nothing right. It's hard to even know where to start. Though the start itself is a pretty good point: Don't overload me with text before I've even started playing the game! Let me get established as a character and THEN start having me interact with the game world. I can't made decisions in an RPG if I don't know who I am or what the consequences of my actions are! You're just wasting my time with all this text!

Then the second thing you notice is the characters. The characters are nearly to a man awful and unlikable. None of them (except the player character and arguably Erretis, the only companion who was even remotely likable just becuse at least the poor guy wasn't responsible for how he always acted like an obnoxious asshole) have sensible or often even coherent motivations for anything that they do.

The keystone figure that unleashes the entire storyline comes off in every scene you have from his perspective as a confused, blundering idiot who's constantly torn between doing one thing or doing another thing, making it feel totally unbelieavable that this guy could've continued doing what he has been doing for as long as he has. And where the goals of the antagonist(s) in PS:T make perfect sense (he just wants to live), the changing god's goals (which are not just living) are at times stupid almost beyond belief.

The second major antagonist, the sorrow, utterly fails to even put on a show of justifying its own existence, relying entirely on shallow anedcotes and spacious reasoning to justify the horrible atrocities it has enacted in the name of... something something, it's not really explained why what it's trying to stop it worse than a countless number of far more horrible things people do right out there in the open without the universe needing to manifest a literal god to stop them from doing it. The character may as well have carried a huge banner around with it that said in glowing, blinking neon letters: "THE AUTHOR NEEDS ME TO EXIST TO PROVIDE YOU WITH AN OBSTACLE".

And the final antagonist comes off as a clueless weakling who's mere moments away from simply killing themselves in their own stupidity before you show up to do it for them.

Then there are companions, which are just terrible. Where PS:T has amazing companions whose motivations feel sincere (Morte alone, once you finally know his full story and see that he isn't just a comic relief but as deeply tortured as anyone else in the game, is one of the best player companions in any game ever), T:ToN's companions rarely even manage to give a compelling reason for why they follow the final castoff around at all - to face almost certain death at the hands of the sorrow or the bloom or the changing god or any number of other unspeakable horrors at his side. They feel like they just follow you around because the game needs to have companions that follow you around. Add that to the way the first two are shoved right in your face it feels almost offensive in how shameless it is.

To add insult to that offense, some of them will even abandon you for utter trivialities, as if one moment ago they were able to tolerate the horrors they suffer at the side of you castoff body with its inherent associations to your disgusting leige, then the next some minor slight against their morality will suddenly cause them to abandon their entire life's goals to instead og sulk in a slum or something equally ridiculous. You even have a character like Rhin, which is perhaps the most shameless embodiment of the "predictable and stupid" trope that PS:T's mission statement stood in rejection of that has been put to text in years.

Then you have what should be cardinal offenses, like dialogue trees that exist just to be exhausted, where you don't click on dialogue options because you're interested in talking to a character about what that text says, but because the game's dialogue is so poorly set up you know you have to click all the options before the game allows you to do the thing that you want to do. A thing that shouldn't logically - in context of the characters conversing with each other having a conversation - have follow from exhausting those dialogue options, but because the game thinks that the player is an idiot it refuses to let us choose any dialoge choices that we haven't asked to have explained to us whether we're allowed to choose or not. It's so unnecessary it's, again... it's offensive.

Like in the final conversation. There's an extremely obvious choice to make in that dialogue that players can easily miss being able to do, not because at any point in that exchange does it not make sense for the character to be able to do that, but because the player will not have asked THE POINTLESS RHETORICAL QUESTIONS necessary for the dialogue option to unlock. It is INCREIDBLY badly written. Just shameful. I could not believe people were paid money to write a scene that ended up so poorly executed. Maybe if it were some heavily combat-focused game and conversation was kind of half of the game and you were at the end of a 50 hour compaign or something, sure, I get it, it can be forgiven. But this is THE FINAL CONCLUSION to a VERY SHORT, ENTIRELY DIALOGUE FOCUSED GAME. You're fucking up the most important part of your game! That's not even touching upon all the other parts of that dialogue that was poorly written, such as the atrociously ambiguous descriptions of some of it that made it very unclear what choosing some options would actually do. Whoever wrote that should be ashamed. This is your JOB. You are incompetent!

It's not just unforgivable to my eyes, but in fact it stands in representation of the entire game. Where PS:T feels like... like the vision of someone who really knew what they wanted put together as well as they were able to do so, everything in T:ToN feels like it was the product of someone trying to put together what they thought someone else wanted, but not actually knowing how to do that. It's a shallow simulacrum robbed of the talent and passion that made its namesake good.

I could easily expand another 20,000+ words upon all the stuff that's awful about the game in excruciating detail. Yeah, this is harsh, and while the game did have some positive parts - few things are ever total shit - those few good parts do not even remotely begin to compensate for all the absolutely terrible parts. The pointless combat system, which really is A BIG DEAL in a GAME. PS:T's combat wasn't good, but T:ToN's is disgusting.

Then there's the small world with its tiny, cramped areas with near-MMO-level shamelessly obvious quest hubs and quest NPCs all situated within pissing distance of each other and makes everything FEEL artificial. Yeah, we know, it IS artificial, but it shouldn't FEEL that way. This is just terrible design. And the inventory and equipment system so anemic it's hard to believe it exists as anything but a vestige. The bland and uninspired character models so terrible that PS:T's decades old sprites look positively radiant by comparison. The pointless tide system that nobody would notice if was removed. The shallow classes and other character fluff. The terrible skillchecks that may as well not even exist by 'virtue' of how easy they were. The Choose Your Own Adventure-sections that jank you right out of the game so jarring and terrible that they're hard to see justified even as resource-saving efforts. The total absence of any kind of storytelling THROUGH THE GAME ITSELF; where are the in-game cutscenes, like those we got plenty of in PS:T, quaint though they were? Where are the videos that give flavour to the world?

The list goes on and on and on and on and on...

It is a terrible game that doesn't deserve to share association with it and should be forgotten by history.

Just like the inane rantings of this disappointed fan hopefully will be alongside it. I had to get this off my chest before I went to bed so it wouldn't keep me up for hours. Good night.
avatar
benzeneboy: But please, by all means spend $45 of your own money and write us a perfectly objective review of the game you have yet to play. You just might want to do it sooner rather than later if you want that opinion to mean anything at all to anyone who was interested in purchasing this game.
And here I think we have the core problem of the whole issue. The people who actually like the game are still busy playing it. I know I'm not in the mood to spend time writing a lengthy review at the moment. If I had that much free time, I'd rather spend it playing the game.

For the record, I'm a backer at a level quite a bit higher than the 45$ current asking price. And I'm extremely happy with what I got so far. I got the closest thing to what made PS:T great for me since, well, PS:T. The only question remaining here would be if it surpasses PS:T or falls short. That's a question that simply cannot be answered after not even a week.

In general when I see people complaining about Tides of Numenera I mostly go "but that was pretty much already in PS:T and what made it great - if you don't like that, what did you like about PS:T back then?".

Another thing that gets frequently maligned is the combat system. Granted, it might not be that great (but then, neither Torment is a game where combat plays a big role). But whatever it is, it is better than the original's PS:T. Back then I nearly skipped PS:T because of the RTwP system inherited from the Infinity engine. I managed to get several people close to me buying and playing PS:T, but that took a lot of work. Hearing about a "combat system like in Baldur's Gate" made them lose practically all interest and it took a lot of time and work talking about where PS:T's strengths really were until I could undo the initial impression of RTwP combat. All of them ended up enjoying the game a lot, by the way.

The one core problem both PS:T and ToN have is that they are a much better RPG than CRPG and people expecting a CRPG without much knowledge of what an RPG is will be disappointed. CRPGs (and I say this with love since I like quite a few of that genre as well) generally are a stat-system somewhere under the hood and combat (exclusively or to an extremely high degree).
avatar
GOG.com: In every way, we tried to take what people loved about Planescape: Torment and push it even further.
avatar
Cattlehunter: Yeah, tried and failed.

Planescape: Torment feels like a work of art. Like a coherent vision that came together harmoniously, put together with the tools the people who made it had available to them at the time.

Torment: Tides of Numenera feels like a dessicated corpse prancing around in PS:T's clothes desperately trying to form an association between the two in the audience's mind. Where you'd be hard pressed to find flaws with PS:T in much but the lacking combat and pathing and it's sometimes excessive writing, T:ToN does almost nothing right. It's hard to even know where to start. Though the start itself is a pretty good point: Don't overload me with text before I've even started playing the game! Let me get established as a character and THEN start having me interact with the game world. I can't made decisions in an RPG if I don't know who I am or what the consequences of my actions are! You're just wasting my time with all this text!

Then the second thing you notice is the characters. The characters are nearly to a man awful and unlikable. None of them (except the player character and arguably Erretis, the only companion who was even remotely likable just becuse at least the poor guy wasn't responsible for how he always acted like an obnoxious asshole) have sensible or often even coherent motivations for anything that they do.

The keystone figure that unleashes the entire storyline comes off in every scene you have from his perspective as a confused, blundering idiot who's constantly torn between doing one thing or doing another thing, making it feel totally unbelieavable that this guy could've continued doing what he has been doing for as long as he has. And where the goals of the antagonist(s) in PS:T make perfect sense (he just wants to live), the changing god's goals (which are not just living) are at times stupid almost beyond belief.

The second major antagonist, the sorrow, utterly fails to even put on a show of justifying its own existence, relying entirely on shallow anedcotes and spacious reasoning to justify the horrible atrocities it has enacted in the name of... something something, it's not really explained why what it's trying to stop it worse than a countless number of far more horrible things people do right out there in the open without the universe needing to manifest a literal god to stop them from doing it. The character may as well have carried a huge banner around with it that said in glowing, blinking neon letters: "THE AUTHOR NEEDS ME TO EXIST TO PROVIDE YOU WITH AN OBSTACLE".

And the final antagonist comes off as a clueless weakling who's mere moments away from simply killing themselves in their own stupidity before you show up to do it for them.

Then there are companions, which are just terrible. Where PS:T has amazing companions whose motivations feel sincere (Morte alone, once you finally know his full story and see that he isn't just a comic relief but as deeply tortured as anyone else in the game, is one of the best player companions in any game ever), T:ToN's companions rarely even manage to give a compelling reason for why they follow the final castoff around at all - to face almost certain death at the hands of the sorrow or the bloom or the changing god or any number of other unspeakable horrors at his side. They feel like they just follow you around because the game needs to have companions that follow you around. Add that to the way the first two are shoved right in your face it feels almost offensive in how shameless it is.

To add insult to that offense, some of them will even abandon you for utter trivialities, as if one moment ago they were able to tolerate the horrors they suffer at the side of you castoff body with its inherent associations to your disgusting leige, then the next some minor slight against their morality will suddenly cause them to abandon their entire life's goals to instead og sulk in a slum or something equally ridiculous. You even have a character like Rhin, which is perhaps the most shameless embodiment of the "predictable and stupid" trope that PS:T's mission statement stood in rejection of that has been put to text in years.

Then you have what should be cardinal offenses, like dialogue trees that exist just to be exhausted, where you don't click on dialogue options because you're interested in talking to a character about what that text says, but because the game's dialogue is so poorly set up you know you have to click all the options before the game allows you to do the thing that you want to do. A thing that shouldn't logically - in context of the characters conversing with each other having a conversation - have follow from exhausting those dialogue options, but because the game thinks that the player is an idiot it refuses to let us choose any dialoge choices that we haven't asked to have explained to us whether we're allowed to choose or not. It's so unnecessary it's, again... it's offensive.

Like in the final conversation. There's an extremely obvious choice to make in that dialogue that players can easily miss being able to do, not because at any point in that exchange does it not make sense for the character to be able to do that, but because the player will not have asked THE POINTLESS RHETORICAL QUESTIONS necessary for the dialogue option to unlock. It is INCREIDBLY badly written. Just shameful. I could not believe people were paid money to write a scene that ended up so poorly executed. Maybe if it were some heavily combat-focused game and conversation was kind of half of the game and you were at the end of a 50 hour compaign or something, sure, I get it, it can be forgiven. But this is THE FINAL CONCLUSION to a VERY SHORT, ENTIRELY DIALOGUE FOCUSED GAME. You're fucking up the most important part of your game! That's not even touching upon all the other parts of that dialogue that was poorly written, such as the atrociously ambiguous descriptions of some of it that made it very unclear what choosing some options would actually do. Whoever wrote that should be ashamed. This is your JOB. You are incompetent!

It's not just unforgivable to my eyes, but in fact it stands in representation of the entire game. Where PS:T feels like... like the vision of someone who really knew what they wanted put together as well as they were able to do so, everything in T:ToN feels like it was the product of someone trying to put together what they thought someone else wanted, but not actually knowing how to do that. It's a shallow simulacrum robbed of the talent and passion that made its namesake good.

I could easily expand another 20,000+ words upon all the stuff that's awful about the game in excruciating detail. Yeah, this is harsh, and while the game did have some positive parts - few things are ever total shit - those few good parts do not even remotely begin to compensate for all the absolutely terrible parts. The pointless combat system, which really is A BIG DEAL in a GAME. PS:T's combat wasn't good, but T:ToN's is disgusting.

Then there's the small world with its tiny, cramped areas with near-MMO-level shamelessly obvious quest hubs and quest NPCs all situated within pissing distance of each other and makes everything FEEL artificial. Yeah, we know, it IS artificial, but it shouldn't FEEL that way. This is just terrible design. And the inventory and equipment system so anemic it's hard to believe it exists as anything but a vestige. The bland and uninspired character models so terrible that PS:T's decades old sprites look positively radiant by comparison. The pointless tide system that nobody would notice if was removed. The shallow classes and other character fluff. The terrible skillchecks that may as well not even exist by 'virtue' of how easy they were. The Choose Your Own Adventure-sections that jank you right out of the game so jarring and terrible that they're hard to see justified even as resource-saving efforts. The total absence of any kind of storytelling THROUGH THE GAME ITSELF; where are the in-game cutscenes, like those we got plenty of in PS:T, quaint though they were? Where are the videos that give flavour to the world?

The list goes on and on and on and on and on...

It is a terrible game that doesn't deserve to share association with it and should be forgotten by history.

Just like the inane rantings of this disappointed fan hopefully will be alongside it. I had to get this off my chest before I went to bed so it wouldn't keep me up for hours. Good night.
I don't really agree with most of this post, but I will say that the ending was terrible. I mean, it does seem like it's almost a requirement for awesome RPGs to have terrible endings, but damn if I didn't hate this one. All that story and I got like two sentences. I haven't checked all the other endings, as I think I will do another play-through with a musclebound idiot character, but I doubt any of the other endings are in any way satisfying. PS:T's endings were short and to the point, but actually felt a lot better somehow. Oh well, it's still a terrific game, 8/10.
I will talk about some parts of the game, mechanics and choices they made:

----

Its turn based combat is pretty bad.

The option to talk to the enemy is a nice idea, but in the end, combat is terrible slow and you dont even have as many options as you would like to (mainly because the combat system is so very flawed and you die so quickly, while having just 1 move and 1 action simply spells your death if theres 5 enemies hitting your 1 character for 10+ damage if they just have 30 life , and if you can just kill 1 opponent before they bombard you again, well, thats just terrible).

Avoiding combat is the best way, and that defeats a lot of the games potential.

As a direct compare, Divinity Original Sins has a fantastic approach to Turn Based Combat, uses items and options in combat and has all of the stuff interact with each other (electrify water, burn water into clouds, slippery oil and all that kind of stuff).

Combat in Tides is terrible. Planescape Torment had a weak combat, but at least it wasnt too annoying. Here combat is just stupid, not fun and you will do anything to avoid it, especially as its just unfair if it happens.

And not even let me start with a infinited recurring army of enemies or the stupid 1 shot sorrow that "randomly" kills the main character out of nowhere in 1 turn. This made me angry while playing, instead of being fun, its was painful.

----

The story of the world was "fine" , not really fantastic, but the world was interesting enough that each screen kinda gives you something to explore and if you dont know the world already, all the spread "stuff" feels interesting and has some little story to it.

But that also is a problem, as all the "stuff" that is spread around in the world does feel completly without connectios, you just solve a quest and thats pretty much it, it wont ever matter again ...

This gain, Divinity Original Sin does a lot better. Quests offer a lot of options, you can pick almost anything up, a lot of items in each house and just lying around, you can "steal" stuff, you can attack anything, crush a door, open it with a lockpick, with magic, its your choice.

Pillars of Eternity did a much better job at "highlighting" objects you can interact with. Instead of terrible symbol buttons in Tides of Numenera (which are often even not clickable at all, as your character has such a terrible bounding box that it stands exactly above the clickable object).
Just make it like Pillars, pink highlight around the object, that was intuitive, easy, super easy (and you still had to look for it, especially if its something very tiny that is still hidden).

In Tides all the options are very "on rails" or just in dialog. So much is in dialog, it feels like they are so lazy to make a "game" that they just made all kinds of stuff in text form. Text is nice if it serves to something, if it "replaces" animations, sounds and other better media, its just a terrible terrible excuse.

Way too less of text is voiced, especially important dialog would greatly benefit from a good voice actor.

In the end, games with a ton of text suffer in this department, as voice acting is expensive for that much text and doing so in multiple languages is even more so (and you can completly wiff with bad voice actors).

----

The ciphers / artifacts are overall very disappointing 1 time effects and pretty much only stat buffs, stat heals or combat damage effects. As combat is so terrible annoying, these items are just as annoying, its almost ALL vendor trash, and even most vendor items are just trash (theres only a handful of semi usefull items you can buy, and some items are just so overpowered, they completly trump anything else).

----

The memory objects are just some pretty terrible text-adventure , which has next to non effect on the game at all.

They are so bad, the game suffers from them. I mean i did "expect" something to happen, the choices to be actually meaningfull in the game, "change" something, or have an effect on the game, but nope, its just terrible again, its way way under what it could be.

The way better approach would be to put the player in these scenarios as actual playable characters and do all of them as a small map , with choices, playing out, combat playing out, and having all these choices effect the game, like alter the timelines, kill people from the past, etc. etc.
Lots of options, and the text-adventure approach is incredible terrible and disappointing.

----

The Tides are overall a nice idea, but again, their effect on the game is next to non existing.

It doesnt matter what tide you are, it doesnt matter what you actually do, it will either solve the situation or it wont.

The Tides are so meaningless that i stopped carring what i did , instead of trying to act in a specific way to please and "push" a specific Tide, i felt cheated, its just meaningless ....

At some point you can manipulate the Tides. I really really expected the game to somehow "punish" me for using this ability in some way, as its such a cheap way to bend anything to your choice.
The "effort" system also kinda makes tasks way too trivial.
You will very easily get a 100% on almost anything and its way to convenient to sleep and heal your stat points easily to please these tasks.
It just didnt feel good, in the later parts any check was a guaranteed 100% success, with 5 Edge in the tasks they didnt even cost anything, it was pathetic and not a challenge at all.

The Numenera system of "effort" has some potential, if combat would be a way more meaningful part of the game, it would matter more. if "sleep" wouldnt be such a trivial easy thing to do and stat healing wouldnt be available, you WOULD need to use your points for tasks you really wanted to have success on, and you would need to accept to fail at some tasks (or have a very clever planning of your points over a long stretch of time).
As it is, its a terrible excuse of a system that is just plain luck based, not satisfying and requires zero planning or strategy, you either get 100% very easy, or you just chance the 20% (or still get screwd by 95%, so either full out effort or non at all).

----

What this game really badly needed was some visible time restriction. The Sorrow is hunting you, so you would need a hard limit of sleeping, you need to KNOW its comming and you have to act.

Needed way more combat, WAY better combat, either in a wonderful system that Divinity Original Sin did, or do it in a Real time way (anything is better than a tedious long stretched 1 action per turn approach, its slow, annoying and the absolute worst system to choose).

----

For text based games Tyranny does 1 thing extremly well. The text highlighting of important names, locations and extra information that is available in this way, if you so choose (like reading minds, by hovering the mouse over specially highlighted text, instead of just showing it right away).

Yes, Tyranny does the text-game approach much better.
Its choices are shallow, but in the end, Tyranny has the upper hand, introduces factions way better than Tides does and makes you choose your approach better (as you actually join a faction, or fight on your own, its your choice and it has consequenes what your enemies will be, what locations you fight them on and what abilities you get).

----

Whatever the game is trying to do, it stays behind expectations a lot.


Among the best RPG games in the old school approach we have:

- Divinity : Original Sins
- Pillars of Eternity
- Tyranny
...
- Wasteland 2 (Fallout 2 is still better, but it had its merrits)
...
- and sadly, very sadly, NOT Tides of Numenera ... very sad, this game is so much behind on the other games, it doesnt do anything of what its trying to do better than the other games.

----

And all this, on top of the sad story of cut content, the extremly long time in development and the cut stretch goals too.

This hurts a lot, this hurts so much, that as a true RPG lover, you cannot accept the bad quality in which this game is presented, it simply had to be a stronger appearance and it does in all honesty not deliver.
avatar
fortune_p_dawg: i'd just like to say that the biggest issue i have with numenera is it's title screen. i'm well aware of how goofy that sounds and know it's a total nitpick, but it's true. planescape's title screen was distinct and had an otherworldly-industrial vibe going on with a percussion-heavy main theme. the main menu itself encircled the visage of the lady of pain while rusted pipes and alien architecture filled out the rest of the scene. it set the tone for the game.

numenera's title screen is just blackness with some wavy blue beams of plasma radiating out from behind a very 'unity-esque' looking main menu with a decent but unmemorable song playing in the background.

i think a good, catchy main theme is soooooo much more important than most devs seem to think it is. the music is one of the main things that pushes itself to the forefront of my mind when i think of an amazing gaming experience.
I know what you mean actually. While I've not played PS:T or T:ToN, an analogous situation springs to mind in the recently released Zelda: Breath of the Wild. It has an unbelievably lazy title-screen/menu and no memorable music. By comparison, Ocarina of Time had a memorable and evocative title theme and beautiful (for 1998) title sequence.
Breath of the Wild's title screen is the kind of thing I'd expect in a development build.


Breath of the Wild: http://cloud7.attackofthefanboy.com/wp-content/uploads/2017/02/the-legend-of-zelda-breath-of-the-wild-title-screens.jpg
That's a still by the way, no animation.

Ocarina of Time: https://www.youtube.com/watch?v=UHniZsZOBec
Post edited March 08, 2017 by SirPrimalform