Let me recapitulate this: They aimed at Planescape Torment and hit a fan boy that thinks that the game would be a success and better if they would have just named it Perry Rhodan.
The thing is the writing in Perry Rhodan never was good. But the themes they envisioned and the larger story arcs were epic.
But then it was in the days before SF grew into the full force it is now, with writers like Isaac Asimov, Larry Niven and Arthur C. Clark testing the waters. SF really began to take off with writers like Iain M. Banks, Gregory Benford, Greg Bear et al. Today it truly has grown into a mainstream phenomenon, with
Worldcon its best showcase.
The writing in ToN is nothing like Perry Rhodan, though it has quite a few epic arcs. The concept at the core of Numenera, the seven civilizations reaching imaginable heights and then vanishing, is brilliant and defines the setting. Naturally ToN is using the numenera as a story vehicle. The great arcs are the cast-offs, the plot around the mind labyrinth, Miel Avest and the Bloom (ever visited it with max intelligence?), but also side quests like the civilization-spanning story of the people on the space station (Anchorage) and the Tabath (a warrior race). The writing in general is excellent. The game's weakness is mostly that often it cannot do the level of writing justice. For example, the resolution of the quest in the Anchorage felt too simplistic, although its presentation is quite complex.
Of course it has weaknesses, like that the mind labyrinth never feels like it has been developed to its full potential, and that the main plot around the Sorrow suffers from illogical flaws. It is claimed that the Sorrow is very much a local phenomenon centred on Earth and associated with the civilizations that it harboured, but at the same time it is said that the Changing God has visited other parts of the galaxy and other universes. He should always have been capable of finding the means to defeat or escape the Sorrow. An accomplished outstanding SF writer could easily have remedied these plot holes.
This is probably the biggest failing of ToN, that it is a game with story arcs that make gigantic strides in a vast setting, and that ultimately the game mechanics needed to be realized better. Which most likely has its cause in funding limits and the way the game was developed.
$4,188,927
pledged of $900,000 goal
74,405
backers
How do you market "spiritual successor to obscure cult-classic" besides appealing to the fans of said classic? Brian did his job.
Easy.
"Hey folks, we are deeply appreciative of your support and the chance to make this game happen. As you know, we had a good number of brain storming sessions with our creative and writing team, and discussed how we could do the Torment legacy justice. In fact, we are not sure that we could do Torment justice ever. What we will do is to craft a game that is close to what we outlined during the Kickstarter, but in future we will drop all references to Torment from our presentation because we believe ToN will stand on its own feet squarely. If you have any suggestions for features that brings us closer to honoring the Torment legacy, please bring these up in the forum and we will discuss their merits."
The problem with ToN, which became more apparent around its launch, was that it didn't know how to present itself proper and what its true audience actually is.
The
Ninth World trailer is brilliant.
But take the
story trailer which is outstanding in its own way, it paints a picture of a gritty and action focused game. This is a complete mischaracterizaton of the game. Add to it that the title says Torment and the game's cover can easily be interpreted as body horror, it's not surprising that people who never experienced PST would be kept at bay. It's a case where the brilliant marketing material produced by Techland worked against the game, because the claims these made (new take on combat, the Tides as a personal experience etc) would easily be questioned by the not so favorable user reviews.
ToN is a very slow burn SF experience with a ton of highlights. In the current market, it's probably worth a trilogy of SF books, something like $15 to $20.
TTON is far from a bad game. It's probably the best SF game ever made, with the exception of the more action-centric KotOR.
Numenera is not science fiction. I don't even think it could be called soft science fiction (like Dune). It is science fantasy at most, or just fantasy, likewise with KotOR and Star Wars as a whole. And calling it the best SF game is certainly stupid when there are far better games with an SF setting, like Deus Ex, and games that explore science fiction themes far more deeply like SOMA or Prey.
You are right. I meant to say the best SF game with the exception of the more action-centric games, like KotOR, Mass Effect, Destiny, and Deus Ex of course.
But ToN is science-fiction and not fantasy. That the inhabitants of the world can't make sense of the numenera doesn't change its core premise, an Earth that has seen numerous civilizations rise and fall, and that it is technology that remains.