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    Torment: Tides Of Numenera

    Game » consists of 6 releases. Released Feb 28, 2017

    The spiritual successor to Planescape: Torment. Developed by InXile.

    How's the console version?

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    flynnneary

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    I don't have a great laptop so I don't think I'll be able to run this game on there, but I was hoping I'd be able to check it out on my PS4. The thing is, I haven't really heard any word on how that version is so I'm a little hesitant to snag it there. Was wondering if anyone has had any hands on with the PS4 version and if so, how is it on there?

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    Vanek

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    I've got it and of the short amount I played things weren't great. Small empty areas ran poorly and things were a bit jittery. I ended up stopping and I'll try again when its patched and I have more time. If I were you I would hold off for a patch and by that time a price reduction.

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    Slasktotten

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    #3  Edited By Slasktotten

    @vanek: id go a bit further actually. Have had two game crashing bugs that forced me to redo pretty long combat encounters, the framerate is pretty bad and the loading times aren't great.

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    flynnneary

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    @vanek@slasktotten oh dang, thanks for the heads up, appreciate it. Gonna hold off for now.

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    hugh_jazz

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    Apparently there was a patch for the console versions yesterday, with performance improvements. Any of this stuff alleviated by that? My only input is that the game runs super-choppy on a 2013 Macbook Pro, while it's fine on a PC with a discreet GPU. The gamepad support seems solid(I'm playing on my TV via Steam), so I think the console versions should be perfectly playable once the performance issues get taken care of.

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    poobumbutt

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    No amount of Googling is helping me figure out if Torment is any better now rather than back just post-release when I know it was crappy. All I find is a lot of articles about how InXile released a pretty huge console patch a while back. Anyone know if that solved an acceptable amount of problems?

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    AlexW00d

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    Isn't it Unity? Isn't that enough to know to hold off, or has that situation improved recently?

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    GundamGuru

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    @alexw00d: Unity is just an engine, like Unreal or Frostbite, and not particularly worse than any of the others.

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    AlexW00d

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    #9  Edited By AlexW00d

    @alexw00d: Unity is just an engine, like Unreal or Frostbite, and not particularly worse than any of the others.

    Lol. I know what Unity is, it's that Unity is notoriously borked on console, and many a Unity console port run like poop.

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    Jonny_Anonymous

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    #10  Edited By Jonny_Anonymous

    Anybody know if I should get this?

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    rorie

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    I heard it was pretty significantly buggy on launch, but I'm not sure if it's been patched up yet.

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    mordukai

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    Anybody know if I should get this?

    Depends on your level of tolerance. I must have restarted the game 4 times so far and something about it is just not clicking in. Could be the terrible combat system they implemented, once again proving that you should never, ever, let your fans dictate game development for you, or that the story is just grabbing me. I do have the PC version but you can run it with PS4 UI and the game is perfectly fine working with a controller. As for the performance, I don't really know how it is on consoles.

    If you decide to take a chance and play it just know that you'll get way more enjoyment out of avoiding combat all together so you might just want to make a character based solely on your ability to talk. It is a Monte Cook game after all and if you intend on playing a character that it's wisdom is not the main state just don't fucking bother really.

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    Jonny_Anonymous

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    @mordukai said:
    @jonny_anonymous said:

    Anybody know if I should get this?

    Depends on your level of tolerance. I must have restarted the game 4 times so far and something about it is just not clicking in. Could be the terrible combat system they implemented, once again proving that you should never, ever, let your fans dictate game development for you, or that the story is just grabbing me. I do have the PC version but you can run it with PS4 UI and the game is perfectly fine working with a controller. As for the performance, I don't really know how it is on consoles.

    If you decide to take a chance and play it just know that you'll get way more enjoyment out of avoiding combat all together so you might just want to make a character based solely on your ability to talk. It is a Monte Cook game after all and if you intend on playing a character that it's wisdom is not the main state just don't fucking bother really.

    I was a bit iffy on it to start with so I might just give this a miss. At least for now.

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    mordukai

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    @mordukai said:
    @jonny_anonymous said:

    Anybody know if I should get this?

    Depends on your level of tolerance. I must have restarted the game 4 times so far and something about it is just not clicking in. Could be the terrible combat system they implemented, once again proving that you should never, ever, let your fans dictate game development for you, or that the story is just grabbing me. I do have the PC version but you can run it with PS4 UI and the game is perfectly fine working with a controller. As for the performance, I don't really know how it is on consoles.

    If you decide to take a chance and play it just know that you'll get way more enjoyment out of avoiding combat all together so you might just want to make a character based solely on your ability to talk. It is a Monte Cook game after all and if you intend on playing a character that it's wisdom is not the main state just don't fucking bother really.

    I was a bit iffy on it to start with so I might just give this a miss. At least for now.

    Honestly, I'd rather do another run of Planescape: Torment.

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    ArbitraryWater

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    @jonny_anonymous: Yeah, I found Tides of Numenera to be a mild disappointment. It's not bad by any means, but it feels like a cheap simulacrum of Planescape that leans way more on the "weird, alienating world" and "exhaustive, almost purple amounts of prose" angles to its detriment. I'd link to my blog about it, but I'm on my phone.

    If you want a better wordy, somewhat short (20-ish hour) RPG with bad combat I'd honestly recommend Tyranny instead.

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    Tennmuerti

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    #16  Edited By Tennmuerti

    I've recently been going through my backlog during the summer lull and finished Tides of Numenera a couple of weeks ago. But was too lazy to make it's own blog or review or impressions thread about it, so ef it this is as good a place as any to clear my mind, here goes.

    The game's biggest problem imo is basically that: when everything is crazy and fantastical, nothing is. The game tries so hard to present the player with what in a more classical CRPG would be the most bizarre, weird, grandiose and fantastical things, people and happenings. But it all very quickly starts to run together and you stop being impressed at yet another time/space traveling mega entity with a midlife crisis or something. I've lost count of various AI intelligences you encounter. When your fairly basic grenade that does 20 dmg is in it's description a piece of an exploding supernova it kind of doesn't have the intended impact anymore, especially when there's a dozen similar items. There is no normal baseline in that game for the crazy to play off of. There is no regular old bar; every person in the games primary bar in town is some type of psychic hero, simulacrum illusion, mind conquering alien, AI robot, world's main expert on numenera or a cosmic civilization killer by way of oops; it's like some hyper nerds fanfic gone wild; now extend that to the entire game. A government clerk can't just be a paper pusher he has to be a multi eyed, paper teleporting super multitasking machine, that is somehow connected to your past too and so on ad nauseum. Even until the very end of the main storyline the game is not satisfied with a simple quite reasonable flow of events and has to throw in some extra time bending bullshit to explain some plot point that didn't even need explaining in the first place, just because. Your protagonist has so many grandiose abilities thrown one on top of another like some sick layer cake, like someone was afraid it was never enough to just let him be weird in one way or even two. Hey man I like ice cubes in my drink they keep it cool, but don't give me a glass full of ice cubes and forget the drink itself. There is a place for the fantastical in video games (its a large part of what I enjoy about them) but this game feels like it's trying way too hard, too frequently.

    That said the game is not devoid of cool narrative bits, there were one or two quest lines in the game that I genuinely found interesting or fun.

    The second thing is that combat is so incredibly rare. The lack of good combat in the original Planescape was not some feature, the game is beloved despite that based on it's narrative merits, not because of it. And it would not even be that much of an issue if there wasn't such a significant leveling up system and so much gear/items in the game. You never really get to stretch your legs or get into it. I've leveled my party like 10 times and changed two sets of gear before ever seeing my second combat encounter.

    There are a few other minor tidbits, like the awful character models and armor/gear designs. It's clear that they still have the same modelers that worked on Wasteland 2. Where Obsidian used the Pillars of Eternity engine easily managed to make it's characters look just fine; inXlie using the same engine still managed to make god awfully ugly character models despite moving to new tech. I've seen better 3d bodywork in free porn games 5-10 years ago, the female protagonist's boobs look like two triangular pyramids magnetized away from each other and pointing to the sides, even in armor. And the retractable claws you can surgically implant in yourself (because of course you can) look like really bad wolverine cosplay.

    Finally I just don't like the games central premise question very much: "What does one life matter?" It's just such a navel gazey and philosophical question, the game in it's narrative might as well be asking "What's the meaning of life?" just worded a bit differently (trust me the gist of it in the game itself is the same). Like, really? Fuck you game it's 42. At the very least the game had the grace to present you with a wide enough list to answer it where I was able to find something relatively close to what the answer would be for me personally, even if it also had like half a dozen of completely trivial shallow answer options. Anyway. By contrast og Planescape's question: "What can change the nature of a man?" at the time felt much more grounded, reasonable and yet more serious and applicable. It was significant enough in life and yet difficult enough to really answer for different people, especially now where I am almost 20 years later and having seen my own father try to change his mindset and behavior towards others very late in life with various degrees of success and failure.

    It's not like I hate the game either. I know my criticism comes off like it's all shit and no gravy but critiquing negative things in games I find is easy and praising the good parts is what's hard (at least for me) in the same long ranty way. I've definitely enjoyed a few quests here and there. The writing is still miles better then most things in say the Bethesda Fallouts. There are one or two companions that I liked, like Rhin by Patrick Rothfuss for example. I really liked some of the inter party banter between some your companions, tho none of their actual quests were that interesinng. And there is some interesting elements to the combat system even if you don't get to do much of it. It's just a super flawed game for me that is a bit of a missed opportunity and entirely too much misguided overdoing of stuff. If I wasn't a nerdy ass CRPG caveman I would have probably told it to get a hike, but I am so I still got some of that crpg goodness dose out of it. Personally, if people are looking for one of these types of games, I'd rather recommend Pillars of Eternity; even if it is a bit dry in places it is still a much better crpg imo (or even Tyranny). This game is fine -ish, maybe, eh.

    .

    @arbitrarywater: I've missed your blog on Tides way back then, but I've gone back and read it now after posting this and agree with a lot of what you wrote.

    The last last ending choice I found a bit lacking too especially when the "optimal" choice of that I would have wanted ie to tell the Sorrow to go fuck itself was like well you must choose these vague statements to coincide with your tide to succeed and then a few thousand people went insane for a while and that's bad, I was like: "cool? I feel like I've put in motion much more significant events during the course of the game multiple times also in this world of constant upheaval and fuckery by our siblings it still seems like a net positive" also before that Sorrow was like well if you do that (not accept my choices) I'll oppose you and if you destroy me while opposing you you'll fuck up the tides and a lot of people, my thought: so like don't oppose me maybe because now that consequence is entirely on you not me, for not just accepting me and mines deaths; anyway it was quite muddily handled in places like you mentioned.

    We both were alienated from the setting, do you think that my reasoning for it has some merit for you too? I didn't think about it as much but the mostly much less interesting (or rather humanly fleshed out) NPC companions do indeed contribute to the problem, they're almost all bizarre in their own ways, but are lacking a lot of that humanity groundwork that is necessary for an emphatic connection to latch on to, making them feel more like fun weird gimmicks instead. In a way I feel they, much like the world around them, are so focused on being unique they forget being grimy, there is a distinct lack of that 'lived in" feeling you get with good rpgs where you feel bits of reality permeating.

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    ArbitraryWater

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    #17  Edited By ArbitraryWater

    @tennmuerti: For what it's worth, I've probably soured on the game a little more since I wrote that blog and realized how little of it actually stuck with me. I like some of the quests a lot, I appreciate the way the tidal alignment system isn't quite a straight moral one, and some of the Crisis encounters are cool in concept even if they're incredibly dull in execution. Also for what it's worth, I'm to understand that they've patched in some stuff, like an extra companion and made it so that inter-party banter actually plays more than once in a blue moon. ALSO ALSO for what it's worth, I didn't put Erritis, the companion written by Chris Avellone, into my party at all and it seems like he and Rhin are the standout NPCs among the bunch. I'll tell you right now, it's certainly not Matinka or Castellige.

    Yeah, your reasoning definitely applies to how I felt about the game too. It's crazy, because it seems like a large chunk of the writing team worked on the original Planescape or are from a similar pool of ex-Black Isle talent, and in a vacuum from one another, a lot of the characters and situations you run into are fascinating and work pretty well. I haven't read any of the Numenera P&P sourcebooks, so I don't know how much of this is Monte Cook's fault, but it definitely feels like whoever was in charge (let's say... Colin McComb, if we're going to name names) told the writing team to double down on as much crazy as possible and as a result the entire thing feels like a fire hose of fantastical sci-fi bullshit. I'm sure there's something to be said for this game's troubled development cycle, but that doesn't really excuse the finished product.

    It definitely felt like the devs at InXile spent a lot of time hanging out in the Burning Corpse Tavern area of Planescape and decided to make that their writing target for Tides of Numenera. For as weird as Planescape is, it's still rooted in D&D cosmology and makes sure you know that there are still normal people hanging out among the interplanar explorers, crazy doors to pocket dimensions, and brothels slating intellectual lusts. It also, like you said, does a much better job at presenting its main theme and applying it to every single aspect of the story and your companions.

    EDIT: Huh, well I guess I had more to say on that than I thought I did. So yeah. The game's not bad, but it sure as hell isn't great either.

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