That’s a lot to take in, right? And that’s just the opening minutes. You are the key to The Changing God’s plan to defeat The Sorrow, but to do so you must find someone who can help you activate the machine called the Resonance Chamber. As you are born, crashing down through the stratosphere and into a strange temple, you are told that there is a powerful creature chasing The Changing God and the castoffs, known as The Sorrow. The castoffs have formed a religion around their creator, calling him The Changing God. However, these dormant bodies are coming back to life and are known as castoffs, of which there are dozens if not hundreds. The set up is that in the far future, one man has finally discovered the key to eternal life by creating human-like bodies and downloading his consciousness into them, shifting from one decaying body to the next. This is probably one of my biggest criticism with the narrative - it can be hard to get into with so much front-loaded exposition. There’s a lot to unpack here, and I’ll do my best, but consider it worth your time to check out the story trailer for the game - it’s almost essential viewing to make sure you remember the very basics of the plot and don’t get lost in the early game overload of narrative, lore, and characters. Tides of Numenera tells the story of the Last Castoff - that’s you. Yet, if you’re persistent and always remember to save your progress, there’s a one-of-a-kind experience to be had. Tides of Numenera is buggy, unstable, and occasionally feels like a bad port. All that stuff is true about Tides of Numenera, and I’ll discuss it in more detail later, but it's also marred by the fact that this is one of the worst technical experiences I’ve had with a PS4 game in recent history. I wish I could write a glowing review of how it sidesteps RPG conventions and expresses itself through more interesting means than run-of-the-mill combat systems. Part of me wants to write about how phenomenal and unique Tides of Numenera is, not only as a cRPG, but as a video game. Now that the final product is out, I find myself in a tough position. Tides of Numenera was delayed and then had a rocky early-access beta. Backers who followed this game since it’s record-breaking Kickstarter campaign would be forgiven for having some skepticism over the game’s road to release. For those of you who have played Black Isle Studios' Planescape: Torment, it shouldn’t be any surprise to hear that its spiritual successor, Torment: Tides of Numenera, is a wildly weird sci-fi/fantasy epic that is as strange as it is interesting - in many ways, everything Planescape was.
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