![]() Things like stairs or doorways if placed incorrectly can make traversing them more cumbersome than basic stairs or doorways should be. Since the camera is an angled overview perspective, a lot of obstacles can obstruct your path without feeling like they should. Then interacting with the map as a whole has its own annoying nuances. ![]() While walking in basic zones–even low-populated areas–there’s frame popping and input delay. Load times are terribly long, and overall performance is janky. The game itself, from a performance standpoint, does very little to favor the wonderful final product. Torment thrives on clever, well-constructed ideas all put together into one narrative. There is very little action, and the simple combat sequences sprinkled throughout the game do not hold much to them at all. Don’t try to convince yourself otherwise that this is a standard RPG that you’ll find on console. The charm of this game lies in its ability to intricately convey a science fiction world, and it does so through lines and lines of text. Sure, a few conversations here and there aren’t astounding or even interesting, but they rarely ever last long. As I mentioned earlier, there is little voice acting in Torment, which means that the bread and butter of the game, the lines and lines of dialogue and syntax, need to be engaging, and this is the case most of the time. Some things are just silly nonsense that pools into what makes the world tick, some things are charming, and some things are downright hysterical. Oftentimes, information isn’t always pertinent to the task at hand–which isn’t always clear itself–but this makes every possible chance to learn something new valuable to your overall progression in some form or another. In doing so, valuable information, experience, and even items can be unearthed for use in some form or another. Not all NPCs have a backstory or a line of dialogue waiting to be coerced out of them, but there are tons of people, places, and things to interact with. The heart and soul of Torment Tides of Numenera is its level of immersion. This allows you to make the experience your own, in that exploration, decisions, and effort put forth are entirely up to you. Ultimately, the more you learn about yourself and your past, the more you will discover about the God you seek. Indeed, you’ll get there eventually, but it’s up to you to feel your way to it by interacting with everything, speaking with everyone, and exploring every place you find. However, there’s not much focus on it outside of what you, the player, come across along the way. There’s an all-encompassing motivation throughout the game where you try to find the God who cast you off with the help of a team that has historically sought out Castoffs like you over the centuries in the hope they can stop the God from his wicked ways. Very little of Torment Tides of Numenera is actually voiced, instead devoting its time to a formula more akin to that of a tabletop RPG.
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