mindfields
Learned
- Joined
- May 26, 2017
- Messages
- 156
I bought this at release and still haven't played it, the codex reception was enough to scare me off.
I bought this at release and still haven't played it, the codex reception was enough to scare me off.
Is this game any good? Should I play?
It's a walk and talker with very little mandatory combat and people who talk far too much than they really ought to. I liked the story and characters, though many here didn't.
I think most tend to not give Numenera the credit for treating combat largely as "if everything else fails, or something you explicitly WANT to engage in" solution to problems making a good choice for some people who don't like excessive combat in their CRPGs. Where Numenera also sadly fails is by usually spelling out solutions player would probably have way more fun figuring out on their own. I would like to find out on my own that I can use that nearby console to raise a shield and cut off enemies, discouraging them from further combat without the game saying so in my objective tracker, for example.
My work here is done.I bought this at release and still haven't played it, the codex reception was enough to scare me off.
If you want nice graphics, then eh... maybe? It doesn't look bad, IMO.
Did anyone buy a fancy new Italian car in the time that it was being developed?
NumaNuma doesn't have a setting, it has an amorphous clusterfuck.
Maybe the real torment was bard's tale IV.Maybe the real torment were friends we made along the way.
----> moreover
T:ToN is much smaller than it ought to be. Yeah more words than the Bible and all that, but there aren't many maps, especially considering the highly uneven quality. In some places this is painfully obvious, like the government clerk bizarrely working outside the government building -- clearly because they somehow didn't manage to come up with an interior.
This was not a cheap game. The budget was bigger than Pillars of Eternity's, and they got the Pillars engine and asset pipeline ready-made. The ought to have been able to pump out maps and assets more efficiently than Pillars did. With the budget and tools they had, T:ToN should have had a scope, look, and feel more like Deadfire than Pillars 1.
And let's not even get into how the art in the CYOA segments is utter, complete garbage, making the Pillars ink-drawings look like Doré by comparison.
Actually, the setting material is worse in this regard, but it's also less of an issue. When it comes to the tabletop game, there's potential in the whole "anything goes", because it becomes up to the GM to make sense of it and to create thematically consistent campaign within that void.I didn't really understand the setting whatsoever. I'm not sure if I need to read the actual source material or something but I was really confused. Just felt like I was being ferried between a bunch of completely unrelated zones that don't even belong in the same world.
I found their insistence of using the word "antediluvian" a billion years into the fucking future within the first 30s of the game, as magically retardred.I found their insistence on everyone being brown pretty funny.
It's a magical fantasy land full of wonders where anything goes except for the existence of white people.
Setting lacks coherence, consistency and it's just all over the place. In a world where everything goes, nothing matters.
It's an "everyone's a mutt" setting. Tybir got de-Lando'd, Monty got that passive aggressive email telling him that a fully-Asian character would be unacceptable.I found their insistence on everyone being brown pretty funny.
It's a magical fantasy land full of wonders where anything goes except for the existence of white people.