Pros
Lots of content
Cons
Overwhelming amount of text
This pretty decent youtuber doesn't really like it. 'Good but not great, specific set of problems and disappointments too big to overlook in every single department.' Arrr.
Playing PoE at 25 fps is not playing without too much problems. That is shit tier level gaming experience.I bought it because I'm a programmer and using Terminal is a thousand times better than jury rigging something equivalent on Windows and Linux always gives me weird problems. Last time I tried Linux, I ended up having to write my own I/O scheduler on the kernel.There's your problem. Get a real computer.
I'm saving up for a overpowered Windows computer for VR, but since most of my gaming is old cRPG's, I haven't had too much issue with the Macbook as my main platform. I was even able to play Divinity: Original Sin at a reasonable graphical level. But Torment is too much apparently .
InXile has cut out a great deal of content from the game: planned companions and areas disappeared, a complex focus system that adds flavor and character to customization has been damped down severely, a crafting system has been removed and some localization options have been cancelled. The final release of Torment; Tides of Numenera has been edited severely, leaving out large chunks of organic elements and features. This has always been a part of any iterative development cycle: goals, circumstances and conditions change. In any drawing table, be it for a novel, a movie, a song, a game, you cut things out. Ordinarily, that would not be a problem, but the content missing is noteworthy and, more importantly, tied to many crowdfunding goals. This has created some strong negative feedback and is opening that bad can of worms that no one likes to talk about, crowdfunding and its pitfalls: consumers that feel enabled (or deceived) and creators that have their artistic leeway stifled (or use it to excuse bad resource management).
We will never know what has truly happened but it’s sad to see a very passionate community of gamers being divided and polarized. Among the drama, two factions have formed: skeptics who think that have been somehow cheated and look for shadowy publisher dealings, secret fundings of other projects and evil console conspiracies and romantics who try to look at the whole picture and give inXile the benefit of the doubt. Maybe expectations were set too high, maybe there’s a lesson for all of us in this bizarre tale. Certainly, it’s another red flag for the whole mechanism of crowdfunding, which has to be reevaluated by all parties.
Another interesting and quite well-thought-out review I found at "Dark Side of Gaming":
http://www.dsogaming.com/special/reviews/dsogaming-torment-tides-of-numenera-review/
Chris Kouvopoulos
Crash-tastic. Game crashed twice in the 1/2 hour I played.
This reinforced array of dense hide and sturdy plating is forged entirely from your thoughts, given shape by your intent, and it will protect you as you fight the way a glaive does: hand to hand and face to face. The synthetic musculature binds the plating to you even further and increases the strength of every attack, granting 5 Armor, 2 Resistance, and +10% on all attacks.
This silky garment is woven entirely from your thoughts, protecting you as you fight the way a nano does: from afar, using your superior intellect and esoteries. A humming field of energy will increase the connection speed between your brain’s synapses while passively repelling incoming attacks. It grants you 2 Armor, 4 Resistance, and Intellect +1.
Another interesting and quite well-thought-out review I found at "Dark Side of Gaming":
http://www.dsogaming.com/special/reviews/dsogaming-torment-tides-of-numenera-review/
Chris Kouvopoulos
The actual game, well, they managed (so far) to make PoE models look uglier and it all looks a bit too zoomed in for mine.
The other thing I don't like is that the game is too verbose where it didn't need to be, this was sort of a problem on Planescape Torment too but you shouldn't be spending 10 mins reading out of context exposition of past memories to fix a device.
DAT GREEK REVIEW:
When you consider that Pillars of Eternity, with significantly fewer funds at its budget delivered a gorgeous "audio-visual" combo, Numenera is naked and plain inexcusable.The game's endings are strictly pre-defined and the choice is given to you via a horribly Mass Effect-esque finale sequence that will have purists frothing at the mouth at the sacrilege. We have an extremely linear, short game that may offer the illusion of three or four different choices when it comes to quest resolution but is actually taking us from point A to point B to point C with surgical precision. Compared to Torment, this is infantile.The only good things I remember from this game are two very well-written side quests as well as the refreshingly well-conceived NPC character of Rhin, who is truly wasted in this irredeemable fiasco
Someone invite this guy to the Codex. This is some 11/10 outrage.
Another interesting and quite well-thought-out review I found at "Dark Side of Gaming":
http://www.dsogaming.com/special/reviews/dsogaming-torment-tides-of-numenera-review/
As the hours go by, this sense of incompleteness slowly begins to pull you away from TToN’s immersion. The much talked Tide system for example, feels half-implemented in the game, like so many other features of Torment: Tides of Numenera. Judging by your reactions and dialogue options, you are assigned Tide points, depending on your idiosyncrasy. These Tides are unseen energies that bind all things in this world and are based on human emotions and characteristics. Blue is for knowledge seekers and sages, Red is for passionate hedonists, Indigo symbolizes justice and the greater good, Gold stands for empathy and compassion and Silver is linked to the chase for power and fame. Based on the two more dominant Tides, your character is marked as a Blue/Red person, a Silver/Indigo, a True Red character, and so forth. But the exact way that this characterization affects actual gameplay options, is mysterious, if non-existent. In some instances, an interaction will require the use of the inner Tides, but this is not evidently tied to the color and the choices you have made. It’s like the game takes all the time to create your individual profile through constant evaluation for no important reason. So while the foundation for an interesting system was indeed laid, it’s like it was left unfinished, sadly not reaching its full potential. This sentiment summarizes Torment: Tides of Numenera.
(...)
The apotheosis of this half-baked impression comes with the choose-your-own-adventure blocks of text that appear plastered on some sketch artwork during flashbacks. This was jaw-dropping at first and one can easily think that it’s some kind of placeholder draft that was forgotten in post-production. If you are a true fan (and especially if you have already participated in the massive crowdfunding project and do not want to admit that maybe you should not have spent 400 dollars to back a nostalgia-capitalizing product) you can find excuses for most of TToN’s faults. But plopping blocks of text and multiple choice menus is inexcusable and unfortunately (for lack of a better word) cheap.
(...)
InXile has cut out a great deal of content from the game: planned companions and areas disappeared, a complex focus system that adds flavor and character to customization has been damped down severely, a crafting system has been removed and some localization options have been cancelled. The final release of Torment; Tides of Numenera has been edited severely, leaving out large chunks of organic elements and features. This has always been a part of any iterative development cycle: goals, circumstances and conditions change. In any drawing table, be it for a novel, a movie, a song, a game, you cut things out. Ordinarily, that would not be a problem, but the content missing is noteworthy and, more importantly, tied to many crowdfunding goals. This has created some strong negative feedback and is opening that bad can of worms that no one likes to talk about, crowdfunding and its pitfalls: consumers that feel enabled (or deceived) and creators that have their artistic leeway stifled (or use it to excuse bad resource management).
(...)
Certainly, it’s another red flag for the whole mechanism of crowdfunding, which has to be reevaluated by all parties.
Ah, so that's who's to "blame" for first complex quest in the gameInifere, his Mere
I think Aenra was trying to make a mocking statement about the Codex's journalistic credibility, MRY.