The opening moments of the game see you plummeting from a freshly exploding moon, all memories of what had just occurred, or your purpose, lost to you as you descend to your inevitable doom. You play the Last Castoff, a being whose body was constructed for some purpose known only to the enigmatic figure known as the Changing God. Races from far away stars have lived so long on the planet, they call it home. Technology has grown and fallen to the wayside so many times that it appears, for all intents and purposes, as magic. An Earth as alien from our own as you could find, but not so much to not feel familiar in some odd way. The game takes place in the Ninth World, a creation of Monte Cook’s Numenera tabletop roleplaying game. A question that at least in my mind has been answered with a resounding “Yes!”. Which brings us to the question of whether inXile, a team made up of many of the original contributors, have managed to live up to such heady expectations. Tides of Numenera is the spiritual successor to 1999’s critically acclaimed Planescape: Torment and, as such, has some mighty large boots to fill. The setting had been a favourite of mine and, having followed the Kickstarter campaign, I was looking forward to getting hold of the game and plumbing the depths of what the studio has dubbed a “Philosophical Role Playing Game”. When review titles were being doled out at the Nexus, and Torment: Tides of Numenera came up, my hand immediately shot up to request that I could get hold of the title.
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