TORMENTS: TIDES OF NUMENERA GAME REVIEW

in #gaming6 years ago

Good day my ever dynamic steemians... Still in the festive period and still giddy with excitement... I am sincerely saying thank you for always stopping by my blog.

Today we will be doing a game review on:

Torments: Tides of Numenera

So sit back and enjoy.

The game takes position in Numenera, a fable crusade setting written by way of Monte cook. It uses the cohesion recreation engine. Torment: Tides of Numenera, like its predecessor, is notably story-driven at the same time putting larger emphasis on interplay with the arena and characters, with combat and item accumulation taking a secondary role.

The sport was once effectively crowd-funded through Kickstarter in the first six hours of the project's launch in March 2013. On the campaign's conclusion, Torment: Tides of Numenera had set the report for absolute best-funded video game on Kickstarter with over US$four million pledged.

Source

The release date was once firstly set for December 2014, however used to be pushed again to February 2017.

Gameplay

An early in-sport screenshot from "the Bloom" field
Torment: Tides of Numenera makes use of the unity engine to display the pre-rendered 2.5D isometric viewpoint environments. The tabletop ruleset of Monte cook's Numenera has been tailored to serve as the game's rule mechanic, and its Ninth World surroundings is the place the hobbies of Torment: Tides of Numenera take position. The player experiences the game from the point of view of the final Castoff, a human host that was once inhabited by using a strong being, however used to be immediately deserted with out memory of prior pursuits

As with its non secular predecessor, Planescape: Torment, the gameplay of Torment: Tides of Numenera areas a enormous emphasis on storytelling, which unfolds through a "wealthy, personal narrative", and intricate personality interaction via the acquainted dialog tree process.

The participant is able to opt for the gender of the protagonist, who will or else begin the game as a "blank slate", and may just develop his or her potential and personality from their interactions with the sector. The Numenera surroundings provides three base character classes: Glaive (warrior), Nano (wizard) and Jack (rogue).

These lessons will also be extra personalized with a quantity of descriptors (comparable to "difficult" or "Mystical") and foci, which enable the persona to excel in a precise function or fight style.

as a substitute of a classic alignment system appearing as a personality's ethical and moral compass, Torment: Tides of Numenera uses "Tides" to symbolize the reactions a individual conjures up in their peers. Each Tide has a unique color and embodies a number of nuanced ideas that are related to it.

Source

The composition of Tides a personality has manipulated the most determines their Legacy, which roughly describes the way in which they have got taken in existence. Different Legacies could impact what bonuses and powers particular weapons and relics furnish, as good as give a character unique skills and enhance special expertise.

Game Synopsis

Ok, we will be starting this with the environment of the game or simply call it premises

Environment

Tides of Numenera's environment is a science fable one - the sport is set within the far away future, the place the rise and fall of countless civilizations have left Earth in a roughly medieval state, with most of humanity living in easy settlements, surrounded by way of relics of the mysterious past.

Source

The present age is referred to as the "Ninth World" by using its students, who think that eight best a long time existed and have been destroyed or disappeared for unknown motives earlier than their time, leaving ruins and more than a few oddities and artifacts behind. These artifacts are referred to as the "numenera" and represent what's left of the science and technological know-how of these prior civilizations. A lot of them are irreparably broken, however some are nonetheless able to operate in methods which are beyond the extent of figuring out of most humans, who feel these objects to be magical in nature.

Characters

inspiration art of the female protagonist choice
persona complexity and talk depth were identified among the many essential elements of the Planescape: Torment legacy to be preserved and refined with the aid of the developers of Torment: Tides of Numenera.

The tormented nature of the game's protagonist, the final Castoff, attracts different, in a similar way affected individuals. They'll play a significant role in his or her story as friends and companions, or as powerful enemies. the sport contains six companions in complete and they are:

  • Aligern
  • Callistege
  • Erritis
  • Matkina
  • Tybir
  • Rhin.

Plot
The protagonist of the story, known as the last Castoff, is the final vessel for the awareness of an ancient man, who managed to have the opportunity to depart his physical body and be reborn in a brand new one, as a result attaining a sort of immortality by the use of the relics. The moves of this man, often called the altering God to a few, attracted the enmity of "The Sorrow" (renamed from "The Angel of Entropy" to reduce the advantage to indicate a devout function), who now seeks to smash him and his creations.

Source

The last Castoff, being one such "construction", can be detailed with the aid of the Sorrow, and have to find their master earlier than both are undone. To do so, the protagonist have got to discover the Ninth World, discovering different castoffs, making friends and enemies along the best way.

One means of such exploration are the "Meres" artifacts that allow their user acquire manage over the lives of different castoffs, and experience one of a kind worlds or dimensions through them. By means of these travels the final Castoff will go away their mark on the world their Legacy and will find an reply to the most important question of the story: What does one lifestyles subject?

Progress

In a 2007 interview, designers Chris Avellone and Colin McComb, who had labored on Planescape: Torment, acknowledged that despite the fact that an immediate sequel was no longer considered on account that the game's story was over, they were open to the proposal of a equivalent-themed Planescape recreation if they would collect lots of the original development team and to find an "understanding set of traders". This combination used to be deemed infeasible at the time. Talks about creating a sequel with the help of a crowd funding platform resumed in 2012, however makes an attempt to collect a Planescape license from Wizards of the Coast failed.

Later that 12 months, Colin McComb joined inXile, which was once at the time working on its efficiently crowd funded desert 2 mission. The studio gained the rights to the Torment title rapidly thereafter.

In January 2013, inXile's CEO Brian Fargo announced that the religious successor to Planescape: Torment was in pre-construction and can be set in the Numenera RPG universe created with the aid of Monte cook. Cook acted as one of the crucial designers of the Planescape surroundings, and Fargo noticed the Numenera surroundings as the traditional place to continue the subjects of the prior Torment title. Although the connections to its predecessor might not be rather overt, because of licensing problems, it used to be noted that precise natural RPG factors are reasonably hard to copyright, and a few elements of Planescape: Torment may just make a reappearance. Progress of the sport started out shortly after the acquisition of the Torment license, and quite a lot of inXile employees will transition over to the Numenera group as production on wasteland 2 winds down.

Source

In late January 2013, inXile verified the game's title as Torment: Tides of Numenera, and announced that Planescape: Torment composer Mark Morgan would create the soundtrack. The pre-production period was at the beginning anticipated to continue unless October 2013. In the course of this segment, staff composition for the challenge was to be finalised and development would focus on production planning, sport design and dialog writing. With the desert 2 challenge going through delays in 2014, full production of Torment: Tides of Numenera used to be rescheduled to a later date.

A Kickstarter campaign to crowd fund Torment: Tides of Numenera was launched on March 6, 2013 with a US$900,000 purpose. Project director Kevin Saunders defined this option of a funding supply by way of stating that the normal writer-established funding model is improper given that it forces the developer into making an attempt to enchantment to an abstract target audience, picked by the publisher. A crowd funding platform, then again, would allow the builders to gift their vision immediately to skills buyers and determine its viability early on, making it a greater alternative for a mid-sized or smaller developer studio, like inXile. The crusade had attracted a couple of excessive-profile backers, such as the creator of Minecraft, Markus Persson, and chief of Razer u.S.A., Min-Liang Tan.

The campaign reached its preliminary funding goal in six hours, and went on to surpass 1,000,000 greenbacks mark in seven hours, breaking the then-Kickstarter-file for the quickest mission to take action. at the conclusion of the Kickstarter campaign, a whole of $four,188,927 had been pledged.

Source

Two publish-Kickstarter stretch goals places had been additionally reached and delivered into the game. After its legitimate campaign ended, the sport endured to elevate funding on its internet site, with more than $870,000 being raised.

Release

The planned unencumber date introduced in the course of the fund elevating campaign used to be set to December 2014, however was once later postponed "just a few months" because of the have to enforce the countless accomplished stretch objectives. in the course of the course of the sport's development, its release was delayed to the fourth quarter of 2015, then 2016, and eventually to the first quarter of 2017. the sport will ship DRM-free to the Microsoft home windows, OS X and Linux systems and shall be available in six languages: English, French, German, Polish, Russian and Spanish. A beta variation of the sport was once released for Kickstarter backers on January 17, 2016, and through Steam Early access on January 26, 2016.

On June 9, 2016, inXile introduced that the game's beta is on hand for all Kickstarter backers. On August four, 2016, inXile announced that the sport would additionally be launched on Xbox One and ps4 on the same free up date as earlier platforms. the sport was once launched on February 28, 2017 on the windows, Linux, MacOS, Xbox One and playstation 4 systems.





OVERALL REVIEW/RATING

Graphics 9/10
Sound 8.5/10
Gameplay 9.5/10
Controls 9/10
Effect 9/10

Overall Review 9/10



OTHER DETAILS

Game size –------------------ 85.69+1GB file

Last update------------------ 11 January 2017

Current version ------------ ******

Number of downloads --- over 2Million

Supported device --------- PC

Developer –----------------- GameLoft

Category -------------------- Action and Adventure



Source



SOME REVIEWED GAMES

MASS EFFECT 2

ASSASSIN CREED

CANDY CRUSH

DEER HUNTER

ANGRY BIRD EVOLUTION


FLIPPY KNIFE


PIANO TILES


LAST DAY ON EARTH


IRON MAN 3


ASPHALT NITRO


ANGRY GRAN RUN


FLIP DIVING


PPSSPP EMULATOR


CRITICAL-OPS


N.O.V.A FREEDOM EDITION


image

Badge by @ambmicheal

image

Badge by @ambmicheal


IMG_20171018_171144.jpg

Toon by @camzy

amb 2nd skyblue.jpg

Toon by @masummim50




Thanks so much for your time, do well to comment on this post, upvote and resteem

You can also follow me @ambmicheal

DQmYfKYGX2M8Qc8nNUi6TqUzHKoeLmafZ6PVBMjt7wjXe5R.gif

Sort:  

Man I look forward to playing this. When Chris Avellone is behind a project, it usually ends up great. I think I'll get back to the first one though, I think I never actually finished it :(

Best post keep it up

Coin Marketplace

STEEM 0.18
TRX 0.13
JST 0.029
BTC 57171.31
ETH 3134.47
USDT 1.00
SBD 2.26