Torment: Tides of Numenera
First of all, there's two ways to judge the game: as an individual media or as a spiritual successor to Planescape: Torment. If you think of it as a separate game it has its merits as well as shortcomings but I'm sure it has its audience. If you judge it as the latter, however, it is a failure on nearly every level. When I discovered P:T I was charmed and shaken, I wanted, needed to learn more about the Planescape world, I downloaded the OST and read a ton of articles on it. But Ninth World left me thoroughly unimpressed.
The graphics are good overall. Not as good as the concept art but still good. But surely it's not the game's crucial feature. That would be the plot and the game world. The expectations were high. I could forgive many problems and bugs if the plot was good but alas I found it very disappointing. There was some intrigue at first and a hope that the puzzle will start to make sense after a while but as it progressed the disappointment grew. The Changing God wasn't the best character and after meeting him he just came off as an egomaniac douchebag, and not even a very smart one. The Sorrow seemed like a good antagonist but the ending scene when it talked rubbish completely ruined the effect. The Ending was very disappointing. The whole time I had a slightest hope everything will make sense in the end but it did not. The whole thing just felt so... pointless.
The extensive terminology was redundant. I understand some terms would be good to highlight a world's uniqueness but there's just too much of it and it's really unnecessary to replace normal concepts with obscure terms. Fettles? Nano? That is really trying too hard. The whole tidal concept was just so raw and pointless. Why would they bring so much focus to it if it had so little influence on the game and the ending? The meres and anamnesis seemed like a good idea to add flavour and volume to the game since I really loved the Sensorium in Planescape. However, it just didn't work for me. I can't really tell why exactly but only a few stories left a strong impression. Overall, the game's lore felt too heavy and forced. As if the creators got together, got high, wrote down all their thoughts and then just went from there jamming every quirky idea into the sсript without consolidating them.
The game's fights were somewhat complex and redundant. I collected a lot of cyphers and money most of which I never got to use. The armour and weapon choice was also rather poor but since the game was so short it didn't really matter much. And yes, the game is too short. And at this point I was glad about it but no matter how you look at it the number of locations just feels too little. Sagus Cliffs was quite interesting but after that you get a few sloppy locations and then it's just the Bloom. The teaser art showed a number of unique locations such as Oasis city, Ossiphagan and a dozen locations on the world map but apparently they only appear in the novellas or meres.
When I first learned of the project I thought it was a great idea and the crowdfunding would let the true creativity flow. But the end product was nothing like what I imagined from the released teasers and nothing like P:T. If anything, the game mechanic feels more like Fallout than P:T. Not to mention the fact that the game has been delayed for over 2 years and still the original release was raw and buggy.
In the end: if I knew what I was in for I wouldn't do it. Not because the game is so bad, but because unlike P:T it wasn't worth it for me. For a couple of good thoughtful ideas I got a pack of disturbing images.
I got to play it for free so I don't have the right to bitch but if I did pay for it expecting another P:T I would be very pissed off.