One million entries

The answer obtained after a few moments of play was clear: none. We are not exaggerating: inXile’s latest effort floods the screen with text since the creation of the character, which requires the player to complete memories, richly described, making his first choices. Of course, in a second moment it is possible to review the result, but also in the character sheet the text abounds and, given the originality of the setting,

 

some concepts are likely to be misunderstood, leading to mistakes if you do not understand more than good what is explained to us.Beyond that, speaking more generally, the style of the screenplay is characterized by sophisticated and literary syntactic constructions, with a widespread use of archaic terms (in this case we are referring to the English language, the one we have selected to play),

 

which at Sometimes they can leave some interpretative doubt even if the language is known. In short, it is bad to start a review like this, especially given the final vote, but we want to avoid deluding you can do it regardless of the understanding of the text. As we will see, selecting a more aggressive character is not a solution to the problem, because the real core of Torment: Tides of Numenera remains the text in any case.

Torment: Tides of Numenera is the masterpiece that seems? Find out in our review!

OCEANS OF WORDS

If we were to point out the main feature of inXile’s game we would have no doubt: the dear, old, underrated text. It is flooded from the first moments of adventure and it is impossible to evade. Just tell the first post tutorial steps to understand what we are talking about. Our Last Castoff, or the protagonist, so called because it is the most recent of the human envelopes chosen by the so-called Changing God to transfer his spirit,

 

has literally rained from heaven in a resonance chamber of a mysterious area full of numbers, that is ultratechnological artefacts created by a civilization lived billions of years before the current one, of the city of Sagus Cliffs.

A million entries
The dialog is your best friend

Despite the devastating impact is not dead and, once awakened, not remembering anything about himself, decides to find out what happened to him, also because there is a terrible creature, called Sorrow,

 

who wants to kill him for reasons that are not clear to him. He is immediately faced with two characters who rushed to the scene of the disaster, who immediately enter the party (if you want you can ignore them). The two, evidently in sharp contrast with each other, broadly explain what they saw and give him information about the Changing God and the particularity of the place where it ended, inviting him to follow them.

 

Everyone will propose a different solution to start his search for the truth, calling him immediately to make a first, important choice.All this develops in a series of long dialogues, interrupted by brief exploratory phases. Our character is a Dwarf (a kind of magician that has nothing to do with the classic fantasy dwarves) intelligent, skilled in the art of deception, but much less in that of combat.

 

Wanting we could make it a Jack, or a kind of thief adventurer able to get by in every situation, or a Glaive, or a warrior. Our first goal trying the final version of Torment: Tides of Numenera was not so much to discover the game mechanics, already clear from the beta and the development updates released during the months from inXile, as to really understand if the game system it was as versatile as fabled.

 

At the bottom we are faced with the spiritual following of Planescape: Torment, so it was right to find out if it was really possible to finish the whole adventure without fighting. The short answer is that yes, it’s possible.