![]() Rarely have I ever had to pay attention to everything in a game less often has I wanted to, but the constant drip-feed of strong writing and memorable encounters made me want to make sure I never missed a word. inXile has done a stellar job bringing the tabletop setting to life through a dizzying amount of in-game writing. There’s notable care put into each and every location doted around the Ninth World every area the Last Castoff enters has its own character and is brimming with lore, if you take the time to look for it. Ranging from hidden sanctuaries filled with stunning architecture to a fleshy underworld that shifts, groans and devours anyone who take it for granted. The locations that the Last Castoff and companions travel to are also works of art that each house a story of their own. The smart thinking within the combat is a unique design choice, though I can’t recommend Tides of Numenera to anyone looking for satisfying combat, I can praise it for its world building and layers of narrative twists and turns. For those who really use brain power, Tides of Numenera excels at rewarding players rather than just using pure brawn. Even battles against the game’s ethereal Big Bad, a tendrilled creature called The Sorrow who hunts down the Changing God and his Castoffs with relentless fury, had multiple paths to completing the encounter. If you pay close attention to your environment, there’s a good chance that an alternate solution to the situation is hiding nearby. A Crisis is more of a turn-based puzzle rather than outright fist fight. In fact, you can play through the whole game without ever needing to slice your way through enemies to make progress. If you do end up in a Crisis (the combat encounters of the game), fighting isn’t always the only option available to you. With Willpower, you can tap into latent memories to overcome the challenges with a bit more finesse. With enough Might, you can smash through doors or use it to intimidate an imposing enemy. Regardless of which way you decide to mould the Last Castoff, it’s inevitable that you’ll end up pulling from the three skill pools - Might, Skill, or Willpower. Skill points and the corresponding checks are a big part of Tides of Numenera. Instead, there are small ways that at first don’t seem like much, but are utilised in weird ways, which after coming away from the game, made me realise that this was one of my favourite aspects. In this way, there is not one overarching mechanic that separates Tides of Numenera from its contemporaries. You’ll manage inventories, solve quests, engage in combat encounters, and the like. This also proves to be one of Tides of Numenera’s greatest strengths encouraging the player to use the Last Castoff’s power as they see fit.Īt it’s core, you’ll find all the mechanics you’d expect to find in any similar RPG after undergoing a short character creation, you come across companion characters with their own stories, goals, and abilities. ![]() As such playing as the final Castoff you are powerful beyond measure. There are other Castoffs in the world, and it constantly reminds you that each new Castoff is an improvement over the last. You are a body discarded by the Changing God, who uses hosts as a means of achieving immortality. You play as a character known only as the Last Castoff. This latest game from inXile doesn’t go heavy on graphic fidelity or groundbreaking new systems to the genre instead, it focuses on its open-ended story and its cast of macabre characters, making this a hugely dense isometric RPG. It deals with heavy descriptive text and gives the player the freedom of how to progress with philosophical conversations. Torment: Tides of Numenera feels like it’s been taken straight from the early 2000s. TL DR: A fun and engaging RPG set in a world full of mysteries.įamily Focus: Click here for more information. ![]() Platform: PlayStation 4 (reviewed), Xbox One, PC, Mac ![]()
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