![]() Where's the syllabus? Where's the breakdown of the universally applied grade? If objective reviews exist, how come we have different meanings for different values on different scales across the board? Are you typing on a phone? Because if you're popping off about literary critique and basic grammar's getting past you.Īnywho. What happened here?įor games it comes down to how well the format allows the player to explore the vision of the developers within the context of it's genre. They even had a ready-made isometric cRPG engine and asset production pipeline. A good start would be to come clean: to candidly explain what went wrong and where, how that five million in crowdfunding money was spent, and how a group this good could have such low standards for the quality of their work, and ultimately produce so little. After a betrayal of this magnitude, that is going to be a tall order. If inXile ever wants to stick its snout in the crowdfunding trough again, it needs to regain the trust of its fans. A mystery: how could a five-million-dollar Kickstarter executed by veterans of the industry with so much experience and talent result in a fiasco of this magnitude? A tragedy: that such exciting, off-the-beaten-track, and creative ideas could fail so cruelly in the execution, and that the hopes of so many people could be so brutally crushed. Torment: Tides of Numenera is a mystery and a tragedy. 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. It apes its forms without understanding its substance. Instead, it imagines Torment can be captured in a formula. It is terrified of stepping out of the shadow of its ancestor, to proudly do its own thing. The fatal flaw of Torment: Tides of Numenera is timidity. 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. Everybody has something to say, but you're given precious few reasons to listen. 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. 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 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. The biggest let-down, however, is the writing. ![]()
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