![]() Shortly after completing the tutorial area I was confronted with four rather unsavoury looking persons. The scenery is really amazingīut I’m the sort of player who gets more satisfaction from avoiding fights, whether through conversation or through puzzles, and this is where Torment really shone for me. Status effects – called “fettles” were also introduced and the animations were smooth and enjoyable to watch. Similarly, when I was told that I could use my attack action as an extra move action, it only took one click to move to the designated area rather than two separate clicks. For example, I was instructed to click on a target to attack it and my character moved and attacked in one action rather than moving next to the target and then clicking to attack. What I liked about it was that the actions are used seamlessly. You get two actions per turn – move and attack – along with the opportunity to use items or equip new weapons. This is an epic first combat!Ĭombat encounters are turn-based affairs called “Crises”. Then it introduces you to the combat system, in a very spectacular way. After this it gives you the more familiar screens you can use to fine tune your character or change your mind if you wish. It then gives you a choice based on a likely class type – glaive for warrior, jack for rogue (as in jack-of-all-trades) and nano for wizard. Rather than start off with the traditional character creation – class, ablilites, etc, Torment gives you situations and uses your responses to build up how you might want to play. Sure, it had the familiar isometric top down view, but the way it presented the player character was completely new. Within a few minutes of playing I saw that this was something unique. I couldn’t wait and played it the first chance I had. The game, developed by InXile Entertainment and published by Techland Publishing, promised a rich and involving storyline and a diverse cast of characters. When I heard that we had been offered a copy for review I was very keen to have a go. Why am I telling you this? Well through Final Boss Fight I have been given the opportunity to play the spiritual successor to Planescape: Torment – Torment: Tides of Numenera. I enjoyed the wide variety of characters – some a lot different than what you would expect in a traditional RPG – and the city of Sigil was an amazing place to explore, with its weird and wonderful locations. Not only was it a lot more forgiving than Baldur’s Gate – if you died you simply came back to life almost immediately – but it also had a deep and rich storyline and gameplay which rewarded conversation and puzzle-solving as well as fighting. I fell in love with it almost immediately. I had heard good things about it so I gave it a go. One day I found Planescape Torment, from the same studio. ![]() ![]() I had already played Baldur’s Gate by Black Isle and I’d had a bit of trouble getting used to how it worked and the combat system, which the game seemed to rely on a lot. It was back in my university days – possibly 2002-2003 ish.
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