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I didn’t hurry and focused on enjoying myself. PS: It took me 59 hours (says Steam) to complete the game, as far as I know I played all quests in the game and I tried to actually read everything. I absolutely expect inXile to throw out some patches/improvements for this in due time and I’m definitely playing the game again in the future. I’d like to mention, that Torment: Tides of Numenera is as different from Pillars of Eternity, as Planescape: Torment was from Baldur’s Gate. Is it possible to find stuff in it for nitpicking? Sure, but what really matters, is that they got it mostly right most of the time. Torment is deep, detailed and interesting. To this day, not a single crowdfunding campaign, I participated in, disappointed me. So on to the actual game then! I don’t think there’s all that much to say, since, once again, I feel confident to state, that they simply delivered the game they promised during their campaign. They definitely stepped up their QA since Wasteland 2, this game was riddled with bugs on release day. So for the next bits I speed-read everything, to make sure I wouldn’t miss more info.īut again, all in all incredible polish. I couldn’t read one of the texts, because I expected I would have all the time in the world to do it. Second, that’s not the case – after some time, the next epilogue will show up without warning (so the next button is ultimately only there to skip text). First, the epilogues are displayed simultaneously to the ending credits (who thought that was a good idea) and each text has a “next” button beneath it, which naturally made me think I would have to click this button to move on to the next one. The ending epilogues were the only thing where I outright thought it was done badly. This too never happened to me again, after leaving the first city.Īt one point I had to unequip and re-equip an item, before the effect of my newly selected concentration skill (neutralizes negative effects of bonded items) became active. The pathfinding managed to get the last castoff stuck in 2 or 3 places. As soon as I got out of this place, I never encountered such a problem again. After restarting and reloading I got through this by finishing the crisis first before opening the door again. When I opened a door after a crisis occurred, the game crashed, which was my sole crash in the entire game. When I returned after resting, all robots were still dead/destroyed, but their bodies were still moving around a bit, as if they were still alive. I entered it, started fighting drones and “had to” leave again, because all my resources were already drained from previous adventures (and I couldn’t have known that shutting down the consoles would heal me). Who knows if quests can’t break, given the many possibilities… Thus, the general high polish of the game makes the peerless dungeon without doubt the buggiest part of the game. Overall this game doesn’t have any big bugs, especially none which would break quests. the “heist” on the alien space station…). It’s especially annoying during long crisis moments, in which all characters have to move (e.g. Number one annoyance must be, that the game doesn’t show how far a character can move during a turn, so a lot of moving with the mouse cursor is necessary, to figure out the edges. Anyway, since it’s always easier to talk about the bad stuff, I’ll start with that. A closer comparison might have been nice. The only thing I regret is not playing Planescape: Torment first/again, because it’s like 10 years since I played that game (yeah yeah, uh the irony of my memory being gone…).
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