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MikeLemmer

Recovering from GotY

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Torment: Tides of Numenara (First 5-Hour Impressions)

Note: I Kickstarted this game at a high enough tier to get a free copy.

Gonna keep this short because I got other things to do.

It feels like Torment. I can't exactly articulate how yet, but it feels like Torment more than any other RPG I've played in the past decade. The casual weirdness around every corner. The weird echoes of past lives. The 90:10 dialogue:combat ratio. (In the 5 hours I've played so far, I've only fought for 20-30 minutes.) The reams of text with a half-dozen ways to respond. This is a game where not only can you talk your way out of a "mandatory" fight, but you can do a favor for the instigator later to make up for costing him a bounty.

(Spoilers for first 30 minutes)

The basis of the plot is essentially the opposite of Planescape: Torment. Rather than an immortal who sheds their previous lives, you're one of the previous lives shed off, gaining your own consciousness as the former inhabitant of your body transfers himself to a new one. Not only is this immortal well-known in the world, but there's a cult worshipping him and a centuries-long war between his former bodies. It all makes for a nice personal connection to much larger events.

The majority of the weirdness is, surprisingly, not tied into any quests at all. There's an item merchant whose merchandise is slowly turning her into an insect. A man whose body is becoming a musical instrument who constantly whispers about the Choir. A mutant running an inn who persuades people to spend the night with calming pheromones. An otherdimensional being studying every method of procreation. All people you can interact with (or ignore) without getting any requests to solve something for them.

Meanwhile, even the straightforward quests seem to branch off in unusual ways. A simple quest to clear out a ruin for study involved negotiating a truce with some scavengers, a decision whether to let someone else take the glory in exchange for some intel, and an optional chance to sell the info about it to extraterrestrial robots.

As a last note, the "alignment" system here is... unusual. Rather than the typical good-evil axis, it's divided up into 5 different motivations. Two of them, justice & compassion, substitute for the usual Good alignment. Meanwhile, the Evil alignment has been replaced by 3 amoral motivations: passion, knowledge, and glory. (At least, I think they are; the game does a poor job of describing some concepts in the world.) It's an interesting take on the usual alignment system, although I haven't seen yet how it affects the gameplay.

Will report back later once I've dug deeper into the game.

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