More or less a tabula rasa, players are prompted by the initial interactive story arc to rediscover and reclaim a fractured memory gained in.well, that is best left to be discovered. From there, the story truly begins with players arriving in a literally black and white world. The only recognizable portion of character creation is the selection of a player's gender. What is abundantly clear from the first moments in Torment: Tides of Numenera is that this is not a standard story-driven RPG in any sense. All combined, these elements bring a " deep, thematically satisfying story". The story reveals itself from there and explores themes including Legacy and the value of a single life Abandonment and how it affects those to whom it happens Mystery and the acquisition of truth and finding answers. The story centers around the player character known as the Last Castoff, the discarded shell of the Changing God, born when he opted to find a newer, better host. Without revealing spoilers, the basics of the story have been known since the KickStarter launched in 2013. Literally the first thing you see in the game T:ToN is more closely related to Divinity: Original Sin and Pillars of Eternity, though having played both, I would still set inXile's entry into the narrative RPG on another level altogether as was Planescape: Torment before it. It is a game that is more closely related to the intricate unraveling of a fine mystery novel than it ever will be to any of the more modern RPGs in the world today, even the richly honored The Witcher 3. It is not a game for those in a hurry or who crave min-maxing characters and leaping into battle with fearsome cries. Unlike ARPGs, a game like Torment: Tides of Numenera is one that is best left to be discovered and to be savored. In many ways, this is a difficult preview to write due to the nature of the game itself.
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