![]() It feels like a consolation for cut content, and the art style of these sections is amateurish. Most of them are optional, and some are fun, but they're removed from the rest of the game which makes me wonder why they're there in the first place. At the very least it provides some tension and challenge, but I don't think it was tested much.įinally, there are choose-your-own-adventure sequences which play like visual novels. This can become frustrating when you have to wait another turn to do the action, sitting through another turn for all the enemies on screen. Well, in many cases interacting with environmental objects during battle to resolve objectives requires consuming your action in dialogue after reaching and interacting with the object. You can use your action to move further, but more often than not, you want your one action. See, in this game you only have one action and one movement per turn. The battles are also pretty easy, but the biggest issue with that is how often the player is asked to resolve environmental interactions during battles, often with respawning enemies slowing them down. What else is bad? The player can easily steamroll every skill check, starting around the midway point of the game when you've levelled up a couple of times. Thankfully most of the quests are not like this. Somehow, for some reason, they didn't expect players to take issue with this un-charismatic, un-charming, unlikeable rogue. There is no way to save Ris while also punishing Tybis, which I found extremely bizarre and unsatisfying, given how much of a straightforward scumbag Tybis is immediately revealed to be by listening to his story when he gives you the quest. My least favorite quest is one of the first ones, for recruiting the party member named Tybis. And beginning with the second hub, it becomes clear the later portions of the game were not playtested as much as the early ones, because the coherency of the dialogue trees breaks down somewhat when the options at the bottom 'spoil' the responses to the ones at the top. A lot of what happens in the game's two city hubs don't make sense if you can't revisit them later, and you can't. So what's wrong with it? Well it kind of falls apart towards the end. This is the most reactive CRPGs I've played, it's far more reactive (and less railroaded) for example than the much-praised Disco Elysium. ![]() It's better looking than Pillars 1 or Tyranny by far (all use the same technology). ![]() The environments you'll explore are alien, exotic, varied, and so, so gorgeous. The setting is ***ing gorgeous! I love the setting SO much, it's making me interested in the tabletop game. At one point, taking a skill that made one character immune to flanked somehow made my entire party AND every NPC immune to all positive and negative status (this includes entering stealth, and buffing with cyphers), which I thought was permanent but lasted until I restarted the game.īut let me say what I like about Tides of Numenera. Game crashed on me a couple times, and it's riddled with small quality-of-life issues, such as the camera jumping to the wrong area of the screen at the beginning of each turn in combat - just to name one. The technical problems are real, however. I was surprised how decent it was in terms of party members and the combat system, given what some of the other reviews say. Tides is a pale shadow of the game it cribs from. Is it a spiritual successor to Planescape? It certainly scratches the itch, which you would hope for considering how much of Planescape it rips off, but no. I want to say it's underrated, but it's not! It has the score it deserves. ![]() The fact this game almost has a green user score, despite being unfinished and unpolished, shows how solid it is.
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