![]() Do you hand her over (she's not the strongest companion in the game anyway, quite the opposite), or do you fight your fellow castoff? And if you win, do you let this slaver regenerate and return? That's actually one of the more interesting aspects of Torment, as failing or even getting killed isn't the end, as castoffs aren't easy to kill off. If you wish you can confront the women, a slaver, who wanted the girl, and it turns out she's a castoff, much like yourself and her reasons for needing the girl are compelling even if they're not exactly benevolent (nothing is ever that easy in Torment). If you do the latter she can become a companion of yours (one of three you can have in your party). You can choose to do this, of course, or you can stand up for her. There is a girl hiding in the ruins of a house in Sagus Cliffs, and some thugs want you to turn her over so they can give her to their master. Here's a slight spoiler (not to do with the main story) to give an example of the sort of impact you can have on the world and its inhabitants. It's no easy task to craft a world where it truly feels like you're walking on top of layers and layers of civilisation, but that has been accomplished here. For players who are more familiar with the world of Numenera it may be easier to take it all in, and perhaps even find flaws, but one has to appreciate the amount of work that has gone into making the world fit together, all the tiny little details, and how dynamic it is depending on your actions and choices. It's clever and there is such a wealth of lore and secrets that at times it can be a bit overwhelming. The writing found in Torment: Tides of Numenera is wonderful. Whereas you'd typically spend a good majority of any RPG dealing damage, buffing your companions, and looking for loot, here you'll only rarely face an encounter and even then there could be options to avoid combat altogether. In many ways this game turns the usual ratio of story and combat on its head. Your actions feed these tides and shape those around you and your adventure.ĭuring our adventures with Torment we've come to see and experience many wonders and atrocities, but rest assured we won't spoil them in this review, as the main purpose of the game is to experience and shape the narrative. Instead blue represents knowledge and wisdom, red can be passion and instinct, while gold is empathy and selflessness. There are five tides to consider blue, red, indigo, gold, and silver, and they're not as easy to peg as say good and evil. No decision is as simple as good or evil, even if morals are at the core of the experience, or as straight forward as min/maxing the outcome. You crash from the sky and find yourself chased by something called The Sorrow, and we have to make clear that this is not your run of the mill fantasy or science fiction universe, and the complexity is what really elevates Torment: Tides of Numenera. There have been many before you, marked with a sort of living tattoo on their face, just like you. In this game you're the last castoff, the last vessel discarded by someone known as the Changing God. This is the Ninth World, and this is where Torment: Tides of Numenera plays out. ![]() Civilisation upon civilisation has fallen victim to itself, with the next built on top. It's as foreign as anything as you'd imagine, filled with bio-mechanical beasts, corpse-eating cultists, ancient machinery that invades and takes over people's minds, and transdimensional objects and individuals. Our world a billion years into the future.
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