Tides of Numenera – torture of the past. Review / Games

Official website The official website of the

The genre Role-playing game
Published by Techland
The Publisher in Russia SoftKlab
The developer
inXile Entertainment
The minimum requirements
Processor Intel Core 2 Duo E4300 1.8 GHz / AMD Athlon 64 X2 4800+ 2.5 GHz, 4 GB RAM, video card with DirectX 9.0c support and 512 MB memory, for example NVIDIA GeForce GTX 260 / AMD Radeon HD 4850 , 20 GB on a hard disk, an Internet connection and an account on Steam
Recommended Requirements
Processor Intel Core i5-650 3.2 GHz / AMD Phenom II X4 805 2.5 GHz, 8 GB RAM, video card with DirectX 9 support and 1 GB of memory, for example NVIDIA GeForce GTX 460 / AMD Radeon HD 5770
Release date Author ads: 28 February 2017
Age qualification of 18 years of age
The Platforms

PC, PlayStation 4, Xbox One

The game was tested on the PC

inXile Entertainment consistently returns from the past the classic series on which a whole generation of gamers grew up. At the beginning of their career, the authors reworked The Bard's Tale, then made a full-fledged sequel to Wasteland and now they have swung to the great – to embody the spiritual successor of Planescape: Torment. Only 18 years have passed since its release, and it is not necessary to literally transfer the "letter" when the "spirit" is important. Tides of Numenera struggles to be like its predecessor. Even where it was not worth it.

# Another immortal

The action of the original took place in the world of Planescape – one of the many dimensions of "Dungeons and Dragons". But inXile rights to its use was not, so for a new game it was necessary to find a suitable universe. It became Numenera, invented for the eponymous "table". It came out very original and perfectly fit the mood of the classic Planescape: Torment.

Since our days has passed no more than a few billion years. People call their world the Ninth, because before it eight great civilizations were born and perish. The current level of technical development is stuck in the Middle Ages, but the scientific achievements of the departed peoples have survived their creators and even work. For ordinary people, strange gadgets – that allow you to warm the house in cold weather, that traveling in time – are like magic. Such artifacts of the past are called numeraries.

Torment captures an amazing world in which magic and science have become one. The authors seem to be deliberately trying to make the environment as unusual as possible. The Earth familiar to us is not even visible, the Ninth World is a strange and very distant place, where something unknown is waiting for each angle. For the first time in a long time, the virtual universe carries with its originality. But, unfortunately, the creators did not manage to take advantage of all the potential.

It's very difficult to join in Tides of Numenera. In the first hour the writers literally fill the player with a mountain of mysterious terms. Numeners, ciphers, esoteries, drift, Flows, nano – in terms of instantly lost. Each dialogue is full of something new. Authors do not try to simplify life or give the opportunity to digest new knowledge. The entry came out hard and stiff, which is why many will for sure drop out at the very beginning.

Consoles that not only the player is not understood, but the main character. Many scientists over time have figured out the arrangement of various numerals, thus gaining power and power. The most famous of such researchers was one who managed to defeat death, the Changing God. His name he received due to the habit of every few decades to change one artificial body to another. The trick is that every abandoned shell did not die, but gained its own consciousness, becoming an Outcast. The role of such a person – the Last Outcast – falls to us. The protagonist has absolutely nothing to remember about his past life, so he is on equal terms with the player in front of the screen.

# It is worth making an effort and you will manage … probably

Torment: Tides of Numenera after the first hour or causes dislike for his pompous strangeness, or devilishly intriguing. A heap of mysterious terms is beckoned by the promise of a rich world with different cities, races and cultures. Unfortunately, history can not be called a scale one. All the diversity remains only in the words of the characters met, with rapture telling about the beautiful distant countries. Only a few rather modest territories are accessible to the protagonist for research.

The first destination is the city of the Rock of Sagus. Every second resident, to whom the creators gave a name, is eager to give the hero a special task. Fortunately, the writers did not allow the domination of banal "bring-serve" and other courier orders. All secondary quests are furnished with imagination: to participate in the search for the essence from another dimension in the telepath bar, to dissuade the ugly mutant from surgical improvement of the body, to help the robot to acquire offspring and so on. Of course, each task can be solved in several ways. Moreover, assignments can influence one another, and the main plot.

Like Planescape: Torment, Tides of Numenera can be fought without a single battle. If the hero is well-hung tongue, then in most conflicts it will be possible to come to a compromise. Even in the middle of the battle. When the situation is heated to the limit, the "crisis" is activated – a step-by-step regime in which you can already use your fists. Or find another way to win: try to persuade the enemy to surrender or use the environment in their favor. If you, of course, are lucky.

There is a big role in the role system. Any action has a percentage of successful completion, whether it is the use of an attacking skill, an attempt to coax the interlocutor, and any interaction with the world. Do not forget that occasionally even a dumb warrior can outwit a diplomat. Or miss when shooting at close range. Several times in a row.

To increase the probability of a successful outcome, it is necessary to make an effort – literally. Each point of effort increases the chance of success, and in the event of an attack, it also increases the damage dealt. They are drawn from the reserves of three pumped characteristics: strength, speed and intelligence. The higher the specific indicator, the more you can invest in the action that depends on it.

In addition to classical attributes, passive skills and active abilities are developed, useful in combat. Bleeding the character is simple and does not promise much variety. At the beginning of the game, you have to choose one of the three classes, the starting bonus to certain talents, and then, as you grow in level, only improve the characteristics and skills. By the way, their set is very limited. After hundreds of spells in Pillars of Eternity the arsenal of Tides of Numenera looks meager. And do not be surprised that after ten hours of passage you will be at the best of the second level, because the ceiling of development is the fifth.

# Philosophy as an end in itself

Of course, could not do without satellites – an indispensable attribute of the classic RPG. A total of six, but at the same time allowed to drive with them only half. And from the middle of the passage to change or replenish the team will not work. As well as finish the personal quests of all comrades in one passage. But they all came out as a selection: from a warrior, "infected" with a thirst for heroism, to a scientist who has access to a multitude of self-consciousnesses from parallel worlds.

The whole world of Torment turns out to be really crazy. The authors managed to create an atmosphere of not just mystery, but illogicality, which often combine incongruous things. Here, travels in time and between dimensions, extraterrestrial invaders, projections of the consciousness of deceased people and very, very many extraneous personalities are mapped. Artists who managed to convey in the visual images the phantasmagoric madness of the Ninth World have worked gloriously. An entire settlement inside a huge living creature is a common thing for Tides of Numenera.

Literally every dialogue is imbued with metaphysics, but it seems that all this philosophy has become an end in itself. Often it does not bear any value to the narrative. Many things could be explained easier, and they would not have been lost in the depths. The game contains interesting thoughts, and some quests will make you think about the meaning of life and being. The central line, despite the screen with the epic endless battle between two irreconcilable rivals, turns out to be a story about simple human emotions: love and pain of loss. Why was it hidden behind the wall of the text?

Torment: Tides of Numenera very much wants to be like the RPG of the late nineties, and that's her biggest blunder. Yes, there were a lot of dialogues in Planescape, but they did not have to wade through with force, as in inXile Entertainment. The cumbersome interface is a real hello from the last century. Inventory is two rows of cells without any filtering capability. To disassemble in it something after a couple of dozens of hours becomes extremely difficult. And even the soundtrack from Mark Morgan turned out to be dull and gray – like a shadow of past works. Although somehow stands out only the title theme.

Finally, a lot of technical problems greatly spoil the impression. There were also departures, occasionally the picture hangs when changing the queue in battle. Sometimes opponents do not hang at all, because of what it is necessary to launch the nearest preservation. It is all the more surprising that not a single "broken" task fell on our share. I want to believe that this is the cost of the press release and similar situations on the release will not arise.

* * *

Torment: Tides of Numenera was not at all the game we were waiting for. She is very much trying to be like her spiritual predecessor, but is more likely to be a prisoner of the past than a representative of the "new old school" like Pillars of Eternity or Divinity: Original Sin .

The localization was done on a decent, but not the highest level. The description of the weapon is often not clear, sometimes in the dialogues there are typos. But if you take into account the amount of text and its complexity, the final result is quite satisfactory.


  • a bizarre and intriguing world;
  • fascinating story with a philosophical overtones;
  • thought out secondary quests with many ways of solving;
  • interesting characters with their life problems.


  • the first hours of passage are excessively overloaded with a heap of terms;
  • the dialogues are clogged with unnecessary metaphysics;
  • boring military unit.
Drawing graphics [ Tides of Numenera works on the Pillars of Eternity technology, but inXile failed to achieve the same animation and live animation as Obsidian. To the excellent work of artists there are no complaints.


The sound In the process of passing the music successfully complements what is happening, but it's worth turning off the game, and not even immediately remember that the soundtrack in Tides of Numenera was generally.


The Single Player A fascinating journey through an unusual world. Unfortunately, his strangeness is not only in the script, but also directly in the gameplay. Some decisions seem, to put it mildly, controversial.


The collective game Not available.

The general impression RPG, which too literally perceives the word "classical."


More information about the rating system

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