What really sets Tides apart is that it’s less of a game and more a repository of experiences, philosophical debate and moral quandries. What sets Tides apart is not the art(which is strange, vivid, and immersively atmospheric) nor the music(which is quiet, understated, and just eerie enough to make you feel the alienness of the world) or even the gameplay(and that has a few unforgettable quirks of its own). The final result is something a class apart. The game is set in the sci-fi/fantasy world of Numenera, a tabletop roleplaying game by Monte Cook. The game was funded on Kickstarter within six hours of it being put up, and broke all Kickstarter records at the time – people really wanted this game to happen. Torment: Tides of Numenera is an RPG in the style of Baldur’s Gate, Pillars of Eternity, and of course, its spiritual predecessor, Planescape: Torment. The consequences of both these things, however, will be described beautifully. What you choose to do next, and how you choose to feel about it, is entirely up to you. If you choose to focus on this world, in stead of say, your more pressing predicament, the world you see will be described to you in a way that is somehow both greatly detailed and cognizant of the fact that you’re falling to your death. You are falling from the sky, high enough to see an entire world stretched out before you. You awake, in a body that is not yours – not truly, not yet. The sheer otherworldliness can be alienating to some.Amount of reading might put some people off.
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