These demons are hilarious.
This area has been far better than any other area in the game, though the writing still meh when it gets overly-descriptive.
It's not that 100,000 isn't good for this kind of game in a vacuum, it's more that this had a hugely successful crowdfunding campaign. I expected it to wipe the floor with a game like Tyranny, which sort of came out of nowhere and had no real hype leading up to it's release. It does appear to be doing better, but not by leaps and bounds.
I'm an old school gamer.
I loved Baldur's Gate 1 & 2, Planescape: Torment and I generally really like all those games. I liked PoE. I liked Tyranny even more.
Now.
I'm having a really, really hard time liking Tides of Numenera. I'm trying with all my being to like it, but I'm constantly pushed off.
To make matters worse, I think that right now the game cut me off from a very important thing without giving a warning or a second chance. If it really is how I think it is, I have no words on how dumb the devs have been. Hope I'm wrong, but a quick search on the subreddit is telling me I'm right.
I'll elaborate later after I'll play it some more.
So, how avoidable the combat is in this? Is there an easy (turn your head off and enjoy the story) mode where I don't even need to understand how stats works? If not, and I'm sorry if I'm getting out of topic here, is there another CRPGs with great story that can be played with minimal combat?
Very avoidable. I'm 12 hours in and I've only gotten into about four fights. And most of them were for side-quests.
There's only one bad mandatory fight in The Bloom. Endgame has some forced fights but they're not nearly as bad, especially the huge fight between The Bloom,They increase in the second half of the game.
There's only one bad mandatory fight in The Bloom. Endgame has some forced fights but they're not nearly as bad, especially the huge fight between The Bloom,because you can just hunker down at the top of the map and wait it out as they're all fighting each other.The Sorrow and The First Castoff
True. Zelda's kind of kicked it to the back burner for now, though I think I may get back into that anyway as it scratches a different itch fundamentally.You're probably right, but I've got my hands full with other games already, it's not like I have to force myself not to play the game or anything. Things slow down considerably in May-June, so I'll probably check Torment out then.
This is a good point, I felt the same.I can tell that I liked the ending because like in PS:T I had to sit at several of those prompts and consider for several minutes. That is the kind of writing I like! Definitely some great stuff in there. Very much a Torment game feeling there.
Agreed. The flaws are mostly in areas I can rather easily forgive, and its strengths are in areas that I find frequently lacking in games.Overall its a flawed game that I really liked quite a lot.
Well, ultimately for me it was maybe 1 hour spent in Crisis encounters across 30 hours of playing the game. And of that hour, only a smaller part still was in large-scale encounters where it really breaks down. The system is very far from optimal, but I wouldn't classify it as a huge deterrent.So for those who finished the game and went through the crisis stuff in the second half of the game, would you still recommend continuing with the game (I'm enjoying it so far, but still in Sagus), or just wait it out until Inxile improves the crisis mechanics as they have said they will do?
Very different games and audience. Plus Tyranny appeals to a much broader audience than Torment. Crowdfunding success doesn't mean much in that regardIt's not that 100,000 isn't good for this kind of game in a vacuum, it's more that this had a hugely successful crowdfunding campaign. I expected it to wipe the floor with a game like Tyranny, which sort of came out of nowhere and had no real hype leading up to it's release. It does appear to be doing better, but not by leaps and bounds.
As I said above, it's true, but encounters where that happens literally only account for ~2-3% of the game time.The "wait for 30+ turns before your next move" stuff I've been hearing is turning me off the game, even though I loved PS:T. I think I'm gonna wait for patches and a deep discount
So for those who finished the game and went through the crisis stuff in the second half of the game, would you still recommend continuing with the game (I'm enjoying it so far, but still in Sagus), or just wait it out until Inxile improves the crisis mechanics as they have said they will do?
I'm sad to hear the companions arent up to snuff. Guess Dragonfall still has the crown for recent titles.
So for those who finished the game and went through the crisis stuff in the second half of the game, would you still recommend continuing with the game (I'm enjoying it so far, but still in Sagus), or just wait it out until Inxile improves the crisis mechanics as they have said they will do?
For all that I played, there really is only like one particiularly bad encounterwhich is much easier if you get the transdimensional scalpel from another side quest
Oh? Maybe I should stop my struggle with Returns and try my hand at Dragonfall.
For D:OS2 we should see that rather soon. I'm not concerned about that one at all, FWIW. And PoE2 was the most successful crowdfunding in recent years by far.
How is the UI and control scheme via controller? Awkward controls and unintuitive UI for console was my only major gripe with Divinity Original Sin. Is it similar to that?
So... I've exhausted pretty much all the side quests in Sagus Cliffs. At least, I think I have.
I'd like to reach the Memovira... is it possible at this stage of the game? The doorman won't let me through so I can't speak to the Memovira or enter The Bloom. Are there alternative entrances?
you can't go there right now
pretty sure I'm at the penultimate or final crisis now. It's super annoying/slow, but it seems it can be donerather quickly at least
btw, does anyone know what the Decanted actually do?Just wondering, because you could send Rhys with them but they seemingly do something horrible to their guest
I found it okay, from what little I tried. The camera is tied to the player, so you can't wander the viewpoint independently, as with KBM. The selection is tied to the vicinity of the player, if there are multiple objects nearby you use left or right shoulder buttons to select which one you want to interact with. The menus where okay to use, could become more of a hassle later in the game as you get more stuff. Since most of what you do is reading and selecting answers, it should work okay.Quoting my question from way back on the first page as nobody seemed to notice or answer it abd the game has been out for a while now. Can anyone answer this for me please?
I found it okay, from what little I tried. The camera is tied to the player, so you can't wander the viewpoint independently, as with KBM. The selection is tied to the vicinity of the player, if there are multiple objects nearby you use left or right shoulder buttons to select which one you want to interact with. The menus where okay to use, could become more of a hassle later in the game as you get more stuff. Since most of what you do is reading and selecting answers, it should work okay.
The big "issue" with Divinity was that there was so much stuff you could pick up, pretty much anything in the environment, candles, chairs, you name it. Certain that this game will have way less.Thanks! How about inventory management? Was that handled well via controller? It was a major hassle in Divinity.
The big "issue" with Divinity was that there was so much stuff you could pick up, pretty much anything in the environment, candles, chairs, you name it. Certain that this game will have way less.
Torment has a radial short-list of usable items, that looks like this. And the general inventory is here. As I said, I think it's rather straight-forward, maybe one bad thing is that you can't easily go from the cyphers to the normal items, so navigating could be tiring if you ever need to look up stuff often. A lot of details are, afaik, only readable by mouse-over, like the information about your current dominant tide. And they don't make the mouse cursor invisible, which can be annoying. Presumably that last one is not present on the console version.
You can't filter stuff or order them somehow (which you could in D:OS), but again, that might not really be needed.
I mostly agree with it, the sound and level design stuff gets a bit nitpicky.There is too much bitterness here to really trust that as a sincere review.
There is too much bitterness here to really trust that as a sincere review.
There are a lot of valid complaints in the review and it goes much more in depth than traditional outlets. The game is really easy, crises are a chore to manage, dull companions (outside of two) and the sound & level design is subpar for what you would expect from a title like this.
I am enjoying my time with the game but so far it's a long way from the product that was proposed in the original Kickstarter pitch.
I mostly agree with it, the sound and level design stuff gets a bit nitpicky.
Honestly, looking back at the RPS's "PST fan" review, this gets much closer to the substance.
The biggest let-down, however, is the writing. It is a potluck of disparate ingredients that fails to make a coherent whole, while at the same time going on and on endlessly about a single theme. It is wordy, loaded with unnecessary adjectives and reams of description, most of which is of things you can see on the screen right in front of you. It is not improved by thinly-disguised backer NPCs referencing Don Quixote or lecturing about alien sex, or constant wink-wink-nudge-nudge references to Planescape: Torment. Everybody has something to say, but you're given precious few reasons to listen. With a few exceptions, it is uninspiring, dull, lacking in tension or any of the mystery or wonder that was the driving force of its ostensible spiritual ancestor. The game gives away the plot in the introductory infodump, and one half-hearted plot twist aside, the eventual dénouement is utterly predictable, and its resolution approaches Mass Effect 3
The fatal flaw of Torment: Tides of Numenera is timidity. It is terrified of stepping out of the shadow of its ancestor, to proudly do its own thing. Instead, it imagines Torment can be captured in a formula. It apes its forms without understanding its substance. If Planescape: Torment is a monk struggling with a kôan, "What can change the nature of a man?" a red-hot iron ball in his throat which he can neither swallow nor spit out, Tides is a philosophy freshman crying into his red wine, in love with the profundity of his navel. Planescape: Torment's characters embody that central question: the succubus who took a vow of chastity, the enslaved warrior-monk from a people defined by their escape from slavery, the fragment of a collective consciousness who developed a sense of self. Tides' characters... talk about it. They're painted sticks parroting lines written for them, not flesh-and-blood characters living, breathing that question.
I have only played the first 1/3 of the game, but I generally agree with most of it too.
I just think that the review does not give the game any due for some of its better aspects. If you rip out the combat and half of the companions, this is a pretty good--if incredibly janky--game.
Would be interesting to hear what you think when you've completed it. I would be much more forgiving for general janky-ness if I thought the main story was worth it, see MotB for a good example.I have only played the first 1/3 of the game, but I generally agree with most of it too.
I just think that the review does not give the game any due for some of its better aspects. If you rip out the combat and half of the companions, this is a pretty good--if incredibly janky--game.
Oh you can find out what the Decanted actually do. Since you don't know, I'll let you keep playing and enjoy the story as it unfolds. =)