Torment: Tides of Numenera Review

An occasionally brilliant RPG that ends too soon.

Review by Rowan Kaiser, .

At times, Torment: Tides of Numenera feels like the perfect role-playing game.

It's the sort of game where you're given a set of choices, every single choice seems viable, and the game responds and validates the choice you made. It's the dream of freedom of choice, as promised by Torment's predecessor Planescape: Torment as well as games like the Fallout and Deus Ex series. What makes a great RPG is being able to or say whatever you might want to, and the game accepts and even encourages that. That's Torment—just go with the flow.

Flowin' with the Tides

"Go with the flow" is especially good advice for Torment in a variety of different ways. It's great advice for your player character, the "Last Castoff"—the leftover body of a Changing God who switches hosts every decade or so—who starts the game off on an alien world, in an amnesiac haze. Most of the story involves figuring out what's going on, from "who am I?" and "what is this place?" early on to higher-order mysteries like "why do I exist?" and "what the hell is this giant organic monster that houses entire cities?"

Taking the game as it comes is also helpful mechanically, as Tides of Numenera is freed of the Advanced Dungeons & Dragons systems that limited its predecessor Placescape. And some of it is pretty alien. For example, instead of conventional damage effects like fire or ice, you can add transdimensional or chemical damage to spells and weapons. This sounds complicated, and perhaps it is; but fortunately, combat is both easy and relatively rare, so it's more like a flavor to the game than something to worry about mastering.

Combat—called a "crisis" here because they can be resolved through dialogue as well as violence—is rare because, like its role-playing inspirations, Torment wants to provide you with options for dealing with inevitable conflict. Happily, it makes those options legitimate decisions instead of simplistic "pacifism good, violence bad." I tried to play as a relatively moral character, which put me into combat more often than expected, largely because refusing it would have meant supporting cruel and amoral characters.

Torment uses a similar system for both combat and problem-solving outside of combat, where, based on your skills (like Quick Fingers or Lore: Machinery) you have a certain percentage chance of accomplishing your goals. Normally I dislike percentage-based skill checks in games, as they encourage save scumming, but Torment gets around this cleverly in two ways. First, it creates interesting failure states most of the time, using its writing to push your goals down a different paths, instead of just closing the door.

Second, you can gamble your attribute points to improve chances on skill checks. You have three attributes: might, speed, and intellect. But instead of serving as the core of your character's being, they serve as pools for gambling. If you need to convince someone in a conversation, you can gamble a couple intellect points and raise your chances from 45% to 85%—meaning that instead of being just a random number, they're investments that you make, which encourages players to take ownership of the results.

It's a very clever system, and as your characters progress, it's a system that also lends itself to creative character builds, like a Last Castoff with intellect buffs that lets them coast through most conversations, and a bunch of might skills for smashing skulls when circumstances require. Torment's relative easiness helps here, as it can make you feel super smart for getting a functional character build.

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It's All Over in a Rush

In a longer game, the flaws in these systems might be more apparent. But Torment: Tides of Numenera, at 20 hours, is surprisingly short. This is good for the systems, but it ends up hurting the story and those good feelings of going with the flow. Torment is at its best when you just arrive in a new major hub and can start finding and working on all these different quests, but there are only two major hubs.

Some of this disappointment is inevitable. The thing that makes Torment work in these areas is the sheer amount of work that has to go into making sure that there are a wide variety of player choices for overcoming obstacles. But those things run out; there are only so many different quests in the game, and only so many paragraphs that can be written. As you start running out of quests in a city, those that remain are the more disappointing (or occasionally buggy) quests. It's here that Torment turns into a bit of a slog.

That's unfortunate because at its best, Torment: Tides of Numenera feels like you've been dropped into a pool of science fantasy role-playing goodness, and can just swim around and make your way through the game. Got a quest to open up an organic portal in that living city called the Bloom? The portal feeds on guilt. You can feed it a non-player character who owes you a favor. Or browbeat a party member into doing your will and taking the plunge. Or convince an accused criminal to prove her innocence in front of it. Or find a crashed ship's A.I., programmed to feel guilt about failing its passengers, take it into your head, and give it to the Bloom. Or just cut the thing open with a transdimensional scalpel you've fixed via a different quest chain.

Flowing along with the game's impulses seems to make sense—it is called "Tides of Numenera" after all. And while it's great when it works, those Tides are also some of the more confusing aspects of Torment. Whenever you make any notable decision in the game, you get an increase in one of the five colored Tides. They each stand for a different ideal—the blue tide represents curiosity and scientific inquiry, while red represents passion, both violent and emotional—they're alike a complex version of Mass Effect's paragon and renegade stats. They're also actual physical forces in the game world, which can, occasionally, be used to manipulate people, and they're are extremely important to the overarching plot involving a Castoff-murdering entity called The Sorrow.

The problem is that the Tides feel half-baked on both terms. Mechanically, I found there was no place to see descriptions of what each Tide did—except randomly seeing a color described on a loading screen. You can also see what your Castoff's dominant Tide is at any given time, but not the others, not can see how balanced they are. I spent the entire second half of my game with a blue-gold tie, and nothing I chose ever seemed to displace that.

Likewise, I never got a firm grip on the entire Tide-Sorrow-Castoff mythology that theoretically informed the entire plot. By the end of the game, the politicking between various leaders of the Castoffs and the Changing God are the focus of the game, but most of them haven't been set up as characters throughout the game. Instead of feeling like the ending was a grand climax for Torment, it ended up feeling half-baked. It's not quite Knights of the Old Republic 2 levels of rushed, or even Dragon Age 2, but "wait, that's it?" isn't the best feeling to have at the end of a game that had previously demonstrated such wonderful bursts of creative detail.

Don't get me wrong, though: the rushed nature of the ending and other aspects of Torment: Tides of Numenera may leave a disappointingly bitter aftertaste at the very end of the experience, but it only stands out because the rest of the game is so good. The design and writing of the game are both wildly creative and meticulously planned-out in a manner that only the very best RPGs can manage. It isn't quite a perfect RPG, and it's probably impossible that any roleplaying game could be perfect. But Torment's striving for perfection comes so shockingly close to its goal that its inevitable failings barely detract from the overall experience.

The Nitty Gritty

  • Interface: Torment does a superb job as a complex RPG that's simplified enough for wide appeal and controller support without being "dumbed down," although it does suffer from occasional annoying bugs.
  • Lasting appeal: Yes, it's got flaws, but the things Torment is good at like storytelling, player choice, and its creative science fantasy setting are so valuable and impressive that it's almost guaranteed to become a cult hit like Deus Ex, Alpha Protocol, or its predecessor Planescape: Torment.
  • Sound: Music and sound are consistently good without being exceptionally memorable. Voice acting is relatively rare but quite good when it's around.
  • Visuals: Torment's backgrounds and setting are fantastic, but its character models lack detail and faces in ways that can make it hard to identify with any non-party member character.

If one of your favorite things in RPGs is finding a new location, and reveling in the rush of new quests and characters and dialogues and battles, then Torment: Tides of Numenara does that better than just about anything. It's disappointing, although not surprising, that Torment can't maintain that energy for a full game, especially with a rushed ending. But that's a small price to pay for a wildly creative and clever role-playing game.

4 /5

Torment: Tides of Numenera Review Rowan Kaiser An occasionally brilliant RPG that ends too soon. 2017-02-28T08:00:00-05:00 4 5

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Comments 15

  • Avatar for DedicatedDark #1 DedicatedDark 11 months ago
    After scrapping many kickstarter goals such as crafting, cutting content, cutting characters and delays. I guess a decent game is the best expectation.

    What I read doesn't sound too enticing to me. And 20hrs is short for an rpg and especially short for a crpg.

    But it does sound like they nailed player choice. I honestly see it being appealed to mainstream success than the cult of the prior games. And I think leaving a bad after-taste devalues the game quite a bit.
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  • Avatar for link6616 #2 link6616 11 months ago
    I really love the idea of a 20 hour rpg but this sounds like it was supposed to be a 40 hour one
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  • Avatar for kidgorilla #3 kidgorilla 11 months ago
    @link6616 I agree. It still sounds good to me, but I think I'll wait for a bit on this
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  • Avatar for ArdeaAbe #4 ArdeaAbe 11 months ago
    I was a Kickstarter backer of this one. While I'm not chomping at the bit (I didn't even participate in the beta) I am pretty excited to rip this one open and start playing.

    I'm actually thrilled this is a 20 hour game. Something I can really dig my teeth into and explore and maybe even get a second play though out of sounds fantastic. I already have too many 40+ hour RPGs in my queue. It's too bad it can't keep the momentum and energy for all 20 hours, but I'll have to see how I dig that ending now.
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  • Avatar for detten17 #5 detten17 11 months ago
    I got into isometric RPGs again with Wasteland 2, but I guess D3 and Xcom helped. Glad the game is as good as I had hoped.
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  • Avatar for sfalletta #6 sfalletta 11 months ago
    I would have liked a little more meat on the bone but 20 hrs is acceptable for a game that the was developed for players to run through multiple times. That being said, it's distasteful that the developer moved resources to two other games (Wasteland 3, Bard's Tale 4) while releasing a game that is not fully fleshed out as described by the reviewer. I can see why a kickstarter supporter would be upset. I grabbed a code on cdkey for less that $26 so I am not up in arms over a 20 hr campaign based on my cost of entry.Edited February 2017 by sfalletta
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  • Avatar for adamacuoadamacuo #7 adamacuoadamacuo 11 months ago
    20 games is the perfect length for an RPG for me, particularly one filled with choice. If it's worthy, I'll play it again and make different decisions. Also, the game is available on Linux / SteamOS on launch day. That alone is worthy of a purchase!
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  • Avatar for yuberus #8 yuberus 11 months ago
    20 hours sounds like my kind of RPG, I gotta be honest. It's too hard for me to find the time to sit with some 80-hour monster all that often, compared to something breezy. And I'm really intrigued at their attempt to capture "failure state as an option" that is hard to carry over from tabletop RPGs to a video game.
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  • Avatar for Monkey-Tamer #9 Monkey-Tamer 11 months ago
    Chrono Trigger was under 20 hours, so I don't see that as something that will turn me away from this game. Unfortunately too many devs think hours = content. If I'm burnt out by your game at 10 then it doesn't matter how much "content" you have. I'd rather have a short and sweet that I want to return to over a 50 hour slog any day.
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  • Avatar for AstroDemon #10 AstroDemon 11 months ago
    I played about an hour before work because I'm so excited for this game. Thanks for the great review.
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  • Avatar for Tetragrammaton #11 Tetragrammaton 11 months ago
    When I played the beta it was the little things that made me happy in Numenera.

    Like being clubbed on the head and dragged to the first story beat as an alternative to the first combat.

    Like being able to blackmail the lead enemy in that first combat out of spite.

    Like having two party members swear they'll never work together, and how speaking with the one you don't go with makes the one in your party stop upsets both characters.

    Like carrying greetings from one NPC to another, and going back and forth with their responses.

    Like seeing NPCs from one storyline turn up in another one. And then another.

    Like meeting the letter O in a bar again, and some other PST references that fans should find for themselves.

    It's striking how well Torment is scoring given some of the criticisms being raised against it. I agree with the criticisms--combat is clunky at best, the game's plot moves to fast to resolve properly and you really should be able to return to the first hub at endgame--but I also think the scores are right. Torment is special and I'm looking forward to losing myself in the world and the ideas.
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  • Avatar for NiceGuyNeon #12 NiceGuyNeon 11 months ago
    I backed this on Kickstarter and normally I would be ALL about this. I totally would. Buuuuuut... Zelda.

    That said, 20 hours sounds good to me and the main thing that drew me to back this game was the Numenera setting. So just being able to explore such a rich and unique world is quite enough for me.

    I'm pumped! Buuuuut... after Zelda. All roads lead to Hyrule, which makes this game's release date a disappointing one for me. But I will get to it later this Spring/Summer.
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  • Avatar for Mixingmetaphorsoup #13 Mixingmetaphorsoup 11 months ago
    Hey, honestly this sounds pretty good. I wasn't initially very interested, but after reading this, I am. I like player choice, I like shorter RPGs, I like wacky science-fantasy settings, etc.

    And really, if they just cleaned up the interface of PST and made it easier to wrap your head around, without doing too much else new, I'd buy it.
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  • Avatar for kazriko #14 kazriko 11 months ago
    Honestly, 20 hours is just fine, I find it annoying when games pad themselves out to hit arbitrary length targets and would prefer an unadulterated 20-25 hour experience over a repetitive 40 hour one.

    People complain about Xenogears second disc being rushed, but the first disc was just full of so much filler that it would have driven me crazy if the second disc was as long as the first, and also so full of filler.
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  • Avatar for MekkaGodzilla #15 MekkaGodzilla 10 months ago
    @kazriko I loved Xenogears second disc. Call me weird, but it kept the story moving at a good pace, with no "men of the sea" BS.
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