

What this means is that you are free to create whatever character you want, because as you long as you run with a balanced party you will always have plenty of options available to you. So if your character has the charisma of a disfigured brick, don't worry, you can let your companions do all of the actual talking and still make a pacifist run if you so wish. Not only are they a source of amusing banter and a great help during combat, but they can also lend their skills to you. Here is where your companions come into play. There's only so many skills your character can be proficient at But no matter how much you try, and no matter how skilled your character becomes, it is important to note that you will never master everything! You can only do this so many times before you need to rest and 'refuel', but its still an amazing feature as it completely sidesteps the eternal problem of classic RPGs - conversation options being grayed out because you're missing a couple of skill points. And if you ever find yourself right at the edge of success, you can always expend a couple of points from your effort pool in order to pass some of the trickier skill checks. Each of the three archetypes has their strengths and weaknesses, so don't expect your warrior (or Glaive as they are called) to instantly be skilled at esoteric arts, but you can definitely pursue that path should you desire to. It doesn't matter if you choose a mage, a warrior, or a jack of all trades, you will be able to experience all of the story regardless of your class. This is thankfully not the case in Tides of Numenera. In theory it makes sense, and its easy to understand why the developers did this, but in practice it essentially punished anyone who didn't spend 15 minutes on the Wiki before starting their playthrough. Unless you focused around Wisdom and Intelligence your character would simply be too dimwitted to uncover some of the more arcane secrets hidden throughout the world. If you've ever tried Planescape: Torment you're probably aware that there was an "optimal" way to play it. Video version of this review (10 minutes) And don't worry about spoilers as I've made sure to only use examples from the first couple of hours. So if you're wondering whether it was worth the wait, and if its even remotely as enticing as Planescape: Torment, allow me to share my thoughts on everything I've experienced throughout my playthrough. Much like its predecessor Tides of Numenera features a vast amount of interesting characters, tough decisions, compelling stories, enough lore to fill out at least a couple of books, and as is tradition, completely unremarkable combat.Īfter spending well over a year in Early Access Tides of Numenera has now finally arrived in full. Torment: Tides of Numenera is an isometric story-focused RPG and a spiritual successor to one of the best games that have ever graced the genre - Planescape: Torment.
