![]() ![]() The first city will likely take over ten hours to completely explore if one chooses to talk to everyone and satisfies most of the quests, but, in truth, only a few need to be completed in order for the central narrative to continue forward. One might argue that this character’s story helps develop the world the player’s just found himself dumped into, but if one never spoke to the poor general, then one would be none the wiser. It might take several minutes to go through every single question and option, but at least it forwards the plot in a significant way, right? Or does it? No, actually, it’s all just flavor for you to enjoy with little bearing on the actual plot. Want a ferocious general who’s been trapped in armor that keeps him alive forever, but prevents him from acting violently towards others? What if that same person was also forced to answer any and all questions asked of him? What do you think he would act and talk like? Well, Torment’s got you covered with a seemingly endless string of dialogue options and questions that characterize the wizard that enslaved him, how he ended up in that situation, and how he feels about it. TORMENT TIDES OF NUMENERA FOCI FULLThe writers take full advantage of the fact that basically anything can happen in this universe. These artifacts, which litter the landscape and cities, are called “numenera.” Some numenera don’t do much, while others, called “cyphers,” have specific one-and-done uses. The denizens of the world call this the “Ninth World,” suggesting that eight other worlds existed prior to this one, each with their own incredible civilizations and artifacts. What makes Torment’s world so compelling is that it truly takes advantage of its sci-fi/fantasy setting. TORMENT TIDES OF NUMENERA FOCI SERIESIf the player wants, combat can be almost completely avoided, which turns Torment into a series of dialogue choices with a vast array of fascinating NPCs in a world full of imagination and strange occurrences. Torment is essentially an interactive novel. What’s most impressive about this is just how much dialogue is in the game and the sheer amount of choices. Regardless, several dialogue choices change these tides, which alter how others regard the Last Castoff. Each color means something, which isn’t clear at all unless players pay close attention to the loading screens. The central plot focuses on the Last Castoff’s journey to finding the Changing God, which is essentially a macguffin to lead him down a path of gradual answers about who he is and why he’s just oh-so-special (More special than the other castoffs, anyway.) Who the Last Castoff is and how he conducts himself is up to the player, as players will immediately discover that the plethora of dialogue choices influence the color of tides dominant within him. This is because he’s the creation of the Changing God, someone who frequently creates bodies to inhabit until he’s done with them and moves on to the next. Although intellectually aware and equipped with basic faculties, the Last Castoff enters the world as if a newborn, ignorant to any history or how this world functions. After blasting through the roof of a high-tech lab, the Last Castoff - our lead - meets two potential companions who ensured his relatively safe landing that basically destroyed the lab. At around this time, the player decides who they want to be, and while the character creation asks fascinating questions, the combat-oriented choices don’t matter. Torment opens with the lead protagonist barreling towards the ground from some absurd height. However, the central focus of the game’s design and how it plays out might be contentious for onlookers and fans. The combat varies from its brethren and boasts praiseworthy new ideas. Through its mechanics and interface, it screams of CRPG elements akin to Baldur’s Gate, Planescape: Torment, and Pillars of Eternity. Torment: Tides of Numenera is an epic, glorified choose-your-own-adventure-style computer RPG. ![]()
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