The Philosophy of Torment: Tides of Numenera
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Tides of Numenera was a game that I had to be told about by a coworker. I knew nothing about it, which is surprising because I loved Planescape Torment, and knowing a spiritual successor was releasing soon was very nearly (some word that youtube will demonitize me for). I pre-ordered, which I never, EVER do, and as soon as there was a playable beta of the game, I jumped on that shit like a homeless man on a half-eaten sandwich.
It was cool. The opening area was unique and I liked the way you could either choose to fight the sorrow in your mind, or interact with memories to dispel them. After escaping from the prison of my mind, I was introduced to an interesting, albeit long, text adventure, similar in construction to what Pillars did, but much more in depth. The lore was interesting, and I was excited to see what the game had in store for me. I forced myself to stop playing because I didn’t want to go too far into the game only to get bored when the game fully released because I had to do it all over again.
Little did I know that they would scrap almost everything from the original opening, and streamline it, to what I think, is the detriment of the experience. That’s not to say I don’t understand why they did it. It is a much less daunting experience to not be confronted with that much text up front, but the thing about this game is, if you don’t like to read, this game is not for you. Even though they removed quite a bit of text from the beginning, there’s still so much exposition front loaded into this game that people who are long time fans of Planescape all had very similar complaints.
The game takes too long to start.
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