Torment: Tides of Numenera was released in 2017 and was the self-confessed spiritual successor to 1997’s masterpiece Planescape: Torment. I’m not sure why it took me until this last month to play it, perhaps I was worried somehow that it wouldn’t live up to the expectations I had. Planescape is my favourite game of all time and I regularly go and replay it. I think Tides of Numenera slightly misses the point of Planescape, and would have been a far better game without tying itself to the name.
Tides of Numenera has you playing as a former avatar of the Changing God, a discarded shell now given agency and an individual life. I think here is where problems begin. While addressing similar depth and ideas of a long immortal life, in Planescape all those lives are you, you are personally responsible for all the actions of your previous lives, there is no passing it off to being possessed by the malevolent god.
There is a moment in Planescape where you are forced to confront just how evil some of your previous incarnations have been and you have no choice other than to feel all the pain you have caused others and break down in tears. It’s absurdly powerful storytelling and something that Tides never really reaches. Numenera has you acting out a ‘save the world’ story where, rather confusingly, you aren’t the only former host of the Changing God running around, you meet many in the game which rather more confuses the plot, I was wondering why I was saddled with the burden and why someone else couldn’t do it instead.
Planescape was all about your character finding out who you are. The single largest experience gain in Torment is finding out your own name, the player doesn’t even know what it is, but your character does. The NPC’s and party members are broken, conflicted people all with real-life issues. Planescape echoes real life issues in a fantasy setting where Tides plays out a story that can completely wash over you.
I personally found the language very confusing. Instead of Mage, Fighter, Thief we have Glaive, Jack and Nano. Instead of spells we have esoteries and instead of buffs we have fettles. We have oddities, artifacts, cyphers and all manner of confusing things. I’d never come across the Numenera world before so maybe it’s my own fault but I find it immersion breaking. It’s not as if there are any actual changes either to justify the language, it’s just a skin placed on top of already familiar mechanics and ideas.
I think if the game was called Tides of Numenera it would have been a lot better. By attaching Torment I’m coming from the expectations of the masterpiece and there’s only one way to go from such heights. Judging the game for itself would have given me a far more positive impression of it, I would have enjoyed it for its own merit. While playing Tides of Numenera all it did was make me want to play Planescape: Torment again, after all, what can change the nature of a man?