There are multiple bugs, though thankfully nothing severe-some formatting codes in the text, sometimes you can’t turn off a pop-up and you’ll experience plenty of inventory problems, including multiplicating gear, selling things that cost you money (sic!), drag’n’drop not working… The game is fully playable, yes, but it makes you wonder what exactly programmers did with those extra two years, especially when they used preexisting game engine used in Pillars of Eternity, which didn’t have any of those problems… Finally, we should compare Numenera to the original Planescape. On a modern machine, having no problems running, for example, Rainbow Six: Siege at max details with optional hi-res textures from the DLC enabled in 80+ fps, Numenera’s framerate is somewhere between 30 and 50. One would assume that because of that game is a pinnacle of polish, runs smoothly and is bug-free. Then we have the release date, postponed over two years. Things that were promised include player stronghold, crafting system, an additional major city of M’ra Jolios Oasis, alternate exit from the Labyrinth to another part of the world… None of those are in the game. It failed to deliver on each and every one of those. It promised to become Planescape: Torment spiritual successor, to be released in December 2014 and managed to achieve a number of stretch goals. Numenera was kickstarted four years ago, in March 2013. Things that were promised include player stronghold, crafting It’s not a bad game. The animations aren't that special, but one thing it does well is allow for smart positioning in combat on both PC and console.It’s not a bad game. Another strength is that each combat scenario feels carefully crafted rather than a random load of trash mobs thrown into a room, and there's a decent variety of combat skills depending on class – such as "Warp Dash," which lets Jacks teleport to enemies and slash everyone in sight – and one-use ciphers, which unleash devastating attacks (and sometimes explode in your face if you're carrying too many at once). For instance, the influence of the tides carries over into combat, and sometimes on your turn you can use your influence to possibly persuade or intimidate a foe into ending a fight that's already started. More often than not, though, combat comes off as a distraction – so it’s a good thing you never really have to fight.Īt the same time, Tides’ battles include some interesting ideas. Even when I was prepared, my little band of four would themselves surrounded with, say, seven cultists. When I later finally had to jump into a real fight after a poorly chosen response, I realized I barely knew what to do with all the combat skills I'd amassed from leveling. So every time I'd move, I'd have to wait for all of them to move as well, thus forcing the incident to go on far longer than it needed to. I only had one companion at the time, and there were maybe seven of the other guys. The problems revealed themselves in an early "crisis" (Tides' fancy name for a battle), in which I had to sneak past a gaggle of humanoid insects while distracting them with musical objects. Most of the time, though, it's just kind of tedious. Tides of Numenera delights in piling several enemies on the Last Castoff and his or her buds at once, and they hit hard, making it uncommonly tough to survive even with the use of ciphers or taking advantage of an option to kill the leader and cause their followers to go running. The problem lies in the number of enemies it tosses at you. Not because I'm opposed to hacking up a few digital bad dudes with digital swords – far from it – but because I usually found the combat comparatively dull. “I can't say I found the thought of the latter particularly appealing.
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