Torment: Tides of Numenera
Torment: Tides of Numenera is a story-driven role-playing game set in the Ninth World of Numenera, Monte Cook's tabletop RPG. Torment will be story-driven, with a rich conversation system and approach that makes dialogue a crucial part of the gameplay experience.
Numenera's Ninth World is a fantastic vision of a world in which hyper-advanced civilizations have risen and fallen and left their inventions behind. Their achievements became part of the accumulated detritus of eons… and now this assortment of ancient power is there for the taking. The humans of the Ninth World take and use what they can. They call these artifacts the numenera.
You play the game as the Last Castoff, a shell created by the Changing God in which to house his consciousness. This means that you will play a predefined character. Because the Changing God has been fluid in his choices of gender, race, and even humanity through his life, you'll choose between a male and female body at the start of the game. This is an expansive choice, rather than a limiting one. It will have an impact on the reactivity of the game, and it will open new potential stories for you. It won't affect your statistics, your abilities, your core gameplay, or other factors.
Your other choices--your type, descriptor, and focus--will settle into place over the course of the game as you take your steps down the path you wish to follow. That is, you customize your character during gameplay, inhabiting the choices you make.
The Legacy System - There's your legacy, the stories others tell about you and the inspirations they find in your life, and your Legacy, which we're systematizing here. Your Legacy is determined by which Tides you manipulate the most. Do you use your wisdom to help others? Do you seek power for the greater good? Maybe you're an avenger, taking whatever action is necessary to aid those around you. Perhaps you're just in it for the prestige. (Or the money. People are always in it for the money.) As your choices move the Tides, your Legacy will be revealed.
Your Legacy influences the world around you. Weapons and relics may have different bonuses for characters with certain Legacies. Perceptive NPCs and ancient creatures will respond based on what kind of person the Tides show you to be. Some of them might react positively if you reveal yourself to be a thinker or an artist, while others might help you only if you are moved by passion and power.
Combat and Crises - Torment is a game driven by the story and by the choices you make. At times, your choices will lead you into danger--perhaps combat, perhaps other perlious situations. When this happens in Torment, we call it a Crisis.
Crises are meaningful encounters with some sort of time pressure. Combats will always take place in the context of a Crisis, but Crises will frequently include non-combat gameplay as well. You might have to defend yourself against a crime lord and her goons, escape darkened city streets while howling mobs hunt you, or rescue as many people as you can from a rampaging horror before it eradicates them with blasts of antimatter. All of these are potential Crises, and you will have to use your wits, skills, and abilities to succeed.
Dialogue and Companions - Compelling dialogue and intriguing companions are at the core of the Torment experience, and we intend to maintain that tradition. We'll use dialogue trees for conversation because they work well for our goals. You'll choose the line you speak or the action you take from a list of options, defining your character by what you say and do. We'll improve on tried-and-true systems to make conversations even more interesting, but we'll target the same type of experience.
Choosing Sides - The factions of the Ninth World aren't simple gangs that hate each other. They each have their own goals, sometimes overlapping, sometimes antagonistic toward each other. In Torment, you'll be able to join at least one faction, maybe more, depending on how you play and whether your goals overlap with theirs.
Death and the Castoff's Labyrinth - Death in Torment: Tides of Numenera is not the same as "game over," and there's more to it than waking up in a mortuary. Your body is mostly immortal. Your consciousness, on the other hand, is a twisted place. When you die, your consciousness travels elsewhere, to a labyrinth of the mind, while your body heals. The Castoff's Labyrinth is a strange realm, a dreamlike maze of jungles, stairways, tunnels, and ruined cities. It's your mind, but you wouldn't know it from all that's in here.
When you die in the game, you can always just reload, or maybe find the easy way out of the maze and back to your body, but you'll be missing out if you do. The Castoff's Labyrinth is a bizarre and interesting gameplay area, one of haunting exploration and discovery. As it grows, its secrets become deeper, more complex.
|Primary Format - Games||Playstation 4|
|Game Genre||Role Playing Game|
|Consumer Advice||Mild themes, violence, sexual references and course language|
|Game developer||inXile entertainment|
Please try again.