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Showing posts with label Techland. Show all posts
Showing posts with label Techland. Show all posts

Techland Reveals New Trailer for 'Dying Light 2 Stay Human - Bloody Ties' at Gamescom



Wrocław, Poland — August 23, 2022
— During Opening Night Live at Gamescom 2022 the first story DLC for Dying Light 2 Stay Human, Bloody Ties, was revealed in a brand-new trailer. Fierce fighters are invited to a new location, The Carnage Hall, for a brutal grand opening on October 13.

Before entering this new arena, Techland invites the community to revisit The City and download the new community update, released today on PC and coming soon to console.

In Bloody Ties, players will embark on a new story adventure. Reach the epicenter of death, wealth, and absolute splendor in a stunning location: The Carnage Hall. This old opera building is full of challenges and quests, surprising new weapon types, character interactions, and discoveries to uncover.

Players who pre-order will get access to the Aristocrat Pack, including an exclusive weapon and outfit!


Before experiencing this extravagant new DLC, Techland invites the community to revisit the last bastion of humankind in Dying Light 2 Stay Human and download the community update, available now. This new type of update is based upon feedback received from the community, containing updates they are Dying 2 Have.

This first community update will introduce key fixes and changes for players, including improved behavior of infected during the night and fights, increased spawn rates of special infected, distance tracker, many technical improvements (including for co-op and PS5 balanced mode), and last but not least—E3 2019 color grading presets.

To help Techland create unforgettable experiences for all Dying Light 2 Stay Human players, join the conversation on Discord, Facebook, Twitter, Instagram, and YouTube. We’ll be waiting!

For more information about Dying Light 2 Stay Human and Techland, head to www.dyinglight2.com

About Techland

Techland is one of the biggest and best-known Polish game developers with studios in Wroclaw and Warsaw. For over 30 years, we've carried a tradition of providing gamers with unforgettable experiences. We're an international team of over 400 highly-skilled professionals driven by a passion for gaming, always striving for the best quality.

We’re fueled by the support of our global community built on the foundation of successful AAA franchises such as Call of Juarez, Dead Island, or Dying Light. The gamers' trust in our games has resulted in our newest project, Dying Light 2 Stay Human, selling more than 5 million copies across all platforms within the first month after release.

On top of continuously growing the world of Dying Light through a robust post-launch support plan for Dying Light 2 Stay Human, we're also working on an unannounced AAA Open World Action RPG set in a brand new fantasy universe; our biggest project to date.

Techland's mission strictly determines every aspect of our work: we want to create unforgettable experiences.

 

Article by: Susan N.



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First Look at the Teaser Trailer of Dying Light 2 Stay Human: Bloody Ties


Wrocław, Poland — August 17, 2022 —
It's time to unveil Dying Light 2 Stay Human: Bloody Ties—the first DLC coming to the City.

What dangers await? How can you beat them? What will you get in return? One thing is certain… it will be brutal!

Click here to check out the teaser of the upcoming DLC below. But this is just an appetizer for Carnage Hall's true horrors. Prepare for an even bigger rush of adrenaline and excitement when Techland uncovers more during GamesCom Opening Night Live on August 23. See you there!

About Techland

Techland is one of the biggest and best-known Polish game developers with studios in Wroclaw and Warsaw. For over 30 years, we've carried a tradition of providing gamers with unforgettable experiences. We're an international team of over 400 highly-skilled professionals driven by a passion for gaming, always striving for the best quality.

We’re fueled by the support of our global community built on the foundation of successful AAA franchises such as Call of Juarez, Dead Island, or Dying Light. The gamers' trust in our games has resulted in our newest project, Dying Light 2 Stay Human, selling more than 5 million copies across all platforms within the first month after release.

On top of continuously growing the world of Dying Light through a robust post-launch support plan for Dying Light 2 Stay Human, we're also working on an unannounced AAA Open World Action RPG set in a brand new fantasy universe; our biggest project to date.

Techland's mission strictly determines every aspect of our work: we want to create unforgettable experiences.



Article by: Susan N.



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Patch 1.5 Releasing Soon for Dying Light 2 + New Season Drop

Wrocław, Poland — August 1, 2022 — The second seasonal Chapter for Dying Light 2 Stay Human, entitled “A Huntress and a Hag,” will debut in a couple of weeks alongside the upcoming Patch 1.5. Like Chapter 1, “In the Footsteps of a Nightrunner,” this upcoming second Chapter will be an essential part of the post-launch support plan for Dying Light 2 Stay Human. Moreover, a new “At The Fish Eye” episode, released today, examines what these content drops are.

NEW CHAPTER AGENT – Shen Xiu

Meet Shen Xiu, AKA The Huntress—our newest Chapter Agent! Who is she? Where does she come from? What is her business in the City? For now, just know this extremely proficient tracker and archery expert has a very special task for Nightrunners. Will you become the hunter… or the prey? Stay tuned in the upcoming weeks as we reveal more information about new missions, bounties, enemies, and weapons that the second Chapter will introduce.

NEW “AT THE FISH EYE” EPISODE

Check out the newest episode of Techland’s “At the Fish Eye” series, where Senior Brand Manager Anna Kubica and the Game Designer responsible for the vision behind the Chapters, Karol Langier, explain the philosophy behind this new in-game content. Who knows… they might even give some additional insight into the upcoming second Chapter!

Visit Dying Light YouTube Channel and learn more about the Chapters.

About Techland

Techland is one of the biggest and best-known Polish game developers with studios in Wroclaw and Warsaw. For over 30 years, we’ve carried a tradition of providing gamers with unforgettable experiences. We’re an international team of over 400 highly-skilled professionals driven by a passion for gaming, always striving for the best quality.

We’re fueled by the support of our global community built on the foundation of successful AAA franchises such as Call of Juarez, Dead Island, or Dying Light. The gamers’ trust in our games has resulted in our newest project, Dying Light 2 Stay Human, selling more than 5 million copies across all platforms within the first month after release.

On top of continuously growing the world of Dying Light through a robust post-launch support plan for Dying Light 2 Stay Human, we’re also working on an unannounced AAA Open World Action RPG set in a brand new fantasy universe; our biggest project to date.

Techland’s mission strictly determines every aspect of our work: we want to create unforgettable experiences.



Article by: Susan N.

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Dying Light 2 'Bloody Summer' Event is Upon Us! Free Rewards In-Game

Wrocław, Poland — June 30, 2022 — The latest free event for Dying Light 2 Stay Human is here and amps up the in-game carnage.

During the Bloody Summer event, the chance of cutting off limbs, slicing your enemies in half, or simply pulverizing them will be greatly increased. Moreover, some of the Hypermode rules will also apply, with more intense ragdoll effects and hit reactions.

The Bloody Summer event is also filled with awesome rewards:

● Chop off 1 limb to obtain a Harper’s Token, redeemable with Harper, the Nightrunner character introduced with "Chapter 1: In the Footsteps of a Nightrunner" seasonal content

● Cut off 300 limbs to obtain a Cutting Edge axe.

● Together with the entire community, slice off 3,000,000 limbs to obtain the Nightrunner Outfit.

Check out the special video for this event:

 

Stay tuned, as this is only the beginning of Techland's summer activities for Dying Light 2 Stay Human!

About Techland

Techland is one of the biggest and best-known Polish game developers with studios in Wroclaw and Warsaw. For over 30 years, we've carried a tradition of providing gamers with unforgettable experiences. We're an international team of over 400 highly-skilled professionals driven by a passion for gaming, always striving for the best quality.

We’re fueled by the support of our global community built on the foundation of successful AAA franchises such as Call of Juarez, Dead Island, or Dying Light. The gamers' trust in our games has resulted in our newest project, Dying Light 2 Stay Human, selling more than 5 million copies across all platforms within the first month after release.

On top of continuously growing the world of Dying Light through a robust post-launch support plan for Dying Light 2 Stay Human, we're also working on an unannounced AAA Open World Action RPG set in a brand new fantasy universe; our biggest project to date.

Techland's mission strictly determines every aspect of our work: we want to create unforgettable experiences.



Article by: Susan N.


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Dying Light 2: Stay Human – Better with a Partner?


Dying Light 2: Stay Human
by developer and publisher TechlandSony PlayStation 5 better with a partner article written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes 


Surviving in a zombie apocalypse is one thing, but surviving in a zombie apocalypse with a friend or two at your side? That is something else entirely. Having released last week and having scored a very high 9/10 with us, we are back again for how Dying Light 2: Stay Human plays out in co-op.

So, to recap, Dying Light 2: Stay Human is the latest zombie survival title being released by Techland. With titles such as Dead Island, Dead Island: Riptide and the original Dying Light behind it, there was plenty of zombie based survival experience on the development team’s resume. Because of this resumé though, expectations were a bit high especially after a six year wait for the sequel to the original zombie based parkour title that occurred “in-game” twenty years prior to the latest entry leaving plenty of room for this to change and evolve.

While fun to sit down to on its own, Dying Light 2 was definitely better with a partner. While perhaps a little bit odd to be running around with multiple Aidens, our story’s protagonist, it did help keep things in character as regardless of how many of you there were, the protagonist was always in the front seat and not simply some generic stand-in for a multiplayer model at the helm. It definitely livens up this post-apocalyptic world even if it did come with its own interesting quirks as well as benefits.

In the obvious "of course it is", having a partner to run around the city is a huge benefit as it can help you discover the map quicker. Points of interest such as dark hollows, GRE anomalies, city windmills and others will be pointed out for both you and the host player if you were simply joining in for some fun. Unlike some other experiences that we've had lately, Dying Light 2 allows players to go as far as they need from each other instead of locking them into a 150-200m bubble creating an actual open world multiplayer experience. Accidentally called in a horde at night? One could easily dive into a building while the other ran like hell around the city raking up extra experience because it's nighttime and there are bonus modifiers as long as you don't fall down and need to be picked back up.

Being able to be picked back up is a huge benefit as your partner, while limited in time, can get you back on your feet instead of having you die on the spot. Able to do this for a total of three times before you actually kick the bucket, not potentially losing all of your accumulated nighttime bonuses goes a long way while trying to reach those higher experience caps to unlock new perks. Being picked up also has the added bonus of not having to run all of the way back to the action depending on where you were "lucky" enough to respawn from.

Another bonus that playing with a partner or two has is the ability to teleport to safety if someone makes it to a safe house or a bed roll under some UV lights to shield them from the infected. Need to get out of a dicey situation and don’t think you’ll actually make it? Your partner can definitely have your back… if they want to! Otherwise, this feature helps make advancing story or side quests easy as everyone can simply teleport to the person(s) that made it there first instead of everyone having to run all the way there on their own especially if they were out exploring the other side of the map.

Where this stops being great and falls more into a quirk is when all players need to be at the same spot to continue, are all currently standing in said spot, but aren't being recognized as standing in this spot in order to continue on. You would think that standing in the same five foot square would be enough but oftentimes it wasn't making you have to wiggle your characters around a bit to get the marker to notice that you are all indeed standing in the same location.

Now compared to single player, Dying Light 2's multiplayer is where we really got to see some bugs, which while never enough to stop us, could be a little annoying at times. The above mentioned issue of everyone standing in the same space but not prompting to continue happened from time to time but with a short wiggle you could all keep moving forwards. In other cases it wasn't as simple as the prompt itself was inaccessible and to progress, main story or sub quest, you had to either get out of range for a moment and try again, or, flat out head to a rest point and sleep until either morning evening for the map to reset.

While the above could be a bit of an inconvenience, the last of these issues took the cake and I was happy to be playing on a PS5 for super quick boot and load times. There are times that once you reached your marker and accepted to progress that it would work and then the screen would go dark with the sound continuing in the background. Sometimes it would take ten seconds to move forward into the next scene but often this was a hint that all players would need to exit the game and then boot it back up and rejoin the host's session.

But other than these issues? Being able to simultaneously explore the world together or apart was amazing. Not sure if someone should be closer by? Moving to a safe zone to get them to fast travel over took seconds and then everyone could be back where they needed to be. This was also great for taking on the infected as well as clearing out some spaces like each zone’s metro stations that doubled as actual fast travel points. These stations, single player or multiplayer, solved a lot of issues that I had with the original where there were only two such locations and you HAD to know that to access them was through a poster on a wall in a specific location. It wasn’t very intuitive.

Finally, what’s truly interesting about playing Dying Light 2 with others is seeing the choices that they’ve made. There are two main factions to ally with, the Survivors and the Peace Keepers, and after a certain point in the story you can start to grant either of these groups ownership of certain installations around town such as power plants and water towers. Granting these to a certain faction will increase their presence as well as what kinds of tools that you’ll be able to find around town such as new traps to deploy or new ways to safely parkour. Seeing the outcomes of these different choices allows you to actually see where “your” other options would have led without having you make them yourself in another play file.

Summary

So with the above being said, it's just as easy to recommend Dying Light 2: Stay Human as a multiplayer experience. With plenty of things to see and do, one person’s world could be different than another and while certain objects will only ever unlock “once” such as your injectors for health or stamina upgrades, nothing is stopping you from helping out a partner in order to find theirs and grabbing a ton of loot while you are at it.

Make sure to also check out our Dying Light 2: Stay Human review!




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Dying Light 2: Stay Human - PS5 Review


Dying Light 2: Stay Human
by developer and publisher TechlandSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 12 minutes 


After years in development, Techland's sequel to it's parkour based zombie survival RPG is now here. Because sometimes saving the world isn't enough to protect it from human greed, the world as we know it is now gone and within that zombie infested madness is a man looking for his sister while unfortunately getting wrapped up in everyone else's affairs while trying to find her.

Starting off on a bit of a disclaimer, Izzy and I played through the original Dying Light last month in full co-op mode and enjoyed ourselves from start to almost finish. While completely action packed and often nerve wracking, the scripted ending didn’t fit as well as the rest of the experience. That said, it was a pretty action packed adventure from start to finish which had us excited for the second that was only about a month away at the time and Dying Light 2: Stay Human does not disappoint. That said, this review is all about the single player experience with our co-op impressions to come.

There are many areas in which this review could start off from the gameplay and the graphics over to the menus and weapon customizations but I'll start with perhaps the #1 thing that stood out as time went by. Aiden. No, not the vampire from Being Human US, but our protagonist and depending on how you choose to play, our hero. The original starred, for lack of a better word, an asshole named Crane. Unrelatable and generally just in it for himself whether it was for a mission or for a girl he "falls for" after getting her brothers both killed, he just sucked.

Aiden on the other hand, you have a bit more choice in how you approach the situations. At times, even if you need to be hard handed, you can soften the blows a bit or just be the good guy as he generally comes off as a decent human being which is big in a world like this one where everyone else is pretty much in it for themselves AND generally unpleasant to strangers. This is also a bit of where Dying Light 2 takes off as more than its predecessor in that there's an embracing of the RPG genre in more than just the leveling up mechanics. It's in the choices you take to advance the story. Do you side with one group over the over? Do you lie about what you found out or tell the truth? Where do you draw "your" lines and how do you decide what's right and wrong? Adding to the icing on the cake is that sometimes you'll have all the time in the world to evaluate your pros and cons.

Other times? You only have fifteen seconds.

These fifteen seconds however can seem nerve wracking in deciding what to do. Your gut tells you to do one thing as you’ve built relationships with some of these people while your mind is telling you that they are bat shit crazy and that maybe, just maybe, your gut is wrong. In either case, you’ll soon see the outcomes of these decisions as you have no choice to live with them and potentially the broken promises coming back to bite you in several places later down the line.

So it’s within these choices that you get to see this world that you find yourself in. Set story wise about twenty years after the events of the original, the outbreak is no longer in a city set under quarantine. Instead, because scientists couldn’t leave well enough alone, they not only managed to find a cure to the original virus creating the zombie apocalypse, but enhanced the damned thing causing it to blow out of original proportions spreading to the entire globe. Starting off in the lush wilderness, you’ll soon find yourself back in the close quarters of a city ravaged by the apocalypse and those still living within it.

This is another area where Dying Light 2 shines over its predecessor. While there were a lot of tight buildings and plenty of ways to parkour in the first, it all felt far removed from the ground level unless you REALLY had to go down there. If you were on the ground? It felt like you were doing it wrong. The second feels much more natural as even in even shorter parts of the city where buildings are two or three stories tall, there are wide roads with lamp posts and other objects to climb or jump onto for safety. In these cases, from the starting zone into the more open area where the districts open up, it doesn’t feel wrong being on the ground if you want to be, and if it is? You'll eventually have a paraglider to take flight!

This is perhaps one of the larger shifts and to quote Izzy, “Dying Light was a zombie survival with action elements, Dying Light 2 is a action game with zombie survival elements.” To be fair, I didn’t really notice it at first as I was rather engrossed in my surroundings but as the hours went on I realized that she was right and it’s not a bad thing, it’s just a bit more of an adjustment to your approach and I’m glad that some of the systems were adjusted in consequence.

While some systems make their return such as separate leveling trees and skill points for combat and parkour, the third survivor skill tree has been done away with in favor of being able to inject yourself with upgrades to your health and your stamina. With this approach, there are several things out of the gate that are just a lot easier to manage such as how many weapons and items you are carrying with you instead of having to constantly worry about whether to go back to a hideout and store some gear or drop items that you're carrying when you know you'll need them soon enough.

The types of skills have also changed and reflect the new world that players will find themselves in. Parkour abilities for example while they’ll still allow for faster movement and being able to slide under objects while running will also now allow for players to run across walls and drag themselves onto a ledge even if their stamina runs out. While seemingly super stacked in that department at the beginning, it won’t take long for you to realize just how well you had it once it’s taken away from you.

Combat abilities now range from some neat tricks while performing perfect dodges and blocks against enemies. Slowing down time, these allow you to parkour over your enemies and kick another one right in the face and if you time it well enough, his buddy as well in basically leap frog attacks. Dodging will give you the opening you need to retaliate and not worry about your enemy having their guard up but if they do? There are ways around it like kicking them in the shin or bull rushing them straight off of a building.

It’s fun but it leads to an area that may be a bit harder for some to adjust to, the weapons themselves. Weapons in the first could be repaired a few times before finally having to throw them away. Weapons in Dying Light 2 are simply “use them and throw them away” once the durability hits zero. Using MMO terms, regardless of White, Green, Blue, Purple or Orange, once that durability hits zero, it’s gone. While regular weapons can be found here and there especially amongst flower and honey harvesting spots, you’ll need to do quests or outright buy new weapons of better quality from vendors in various parts of town. At least higher quality weapons can be upgraded a bit in order to either last longer or at least pack more of a punch as to not use as much durability when hitting enemies.

Playing on normal and exploring the world to see what’s out there will both be a detriment and a blessing to your weapon stock. It’s a detriment as you’re going to have to use a lot of them in order to get past some of the infected hordes to get what you want especially if you end up making loud noises by accidently setting of propane cans. Exploring will also be a blessing as you can find loads of loot that can be sold off at a premium allowing you to buy those better items that can be upgraded and kept around longer. It really depends on where you are out and exploring within the city's districts.

If there was to be one disappointment with weapons on this adventure is that you cannot simply pick up those of the enemies you have defeated. While this is not normally an issue when dealing with the infected as they are coming at you tooth and claw, the humans of this world that would bash your head in, they have gear, why aren’t they dropping some more loot. Often their weapons, even if they would be of the regular kind, would go a long way to make sure that I don’t need to worry about my fancier gear until I absolutely have to if I want to keep on living.

With all of this in mind, it was moving through these broken and “empty” streets fighting for my life, running along the tops of buildings overgrown with grass and wildflowers, seeing the sunset and the sunrises that Dying Light 2 is simply gorgeous. I often just stopped to take in the view whether in the middle of the day or night where I really should be a lot more careful as to where I’m stopping to take in the view as unlike the original Dying Light where Crane had to worry about story based booster shots in order to not turn, our protagonist Aiden will turn into an infected if he stays in the dark too long.

This shift brought plenty of new elements to the table and were often not ones that I was even considering at first until I saw that I had no choice if I wanted what these challenges held. Following along the lines of Dying Light, nighttime is where the worst of the monsters come out to play as they no longer need to worry about being burnt to ash by the sun. These hideouts however often contain a lot of amazing items such as the boosters to increase your health or your stamina so you’ll want to go in there while the going is “safe”.

Obviously going into these hideouts has its own set of worries such as how long can you actually stay down there without things such as UV lights or medications to stave off the infection alongside what's actually still down there. If that already wasn’t bad enough and you were actually properly prepared, your immunity not only drops at night, but, depending on what’s in the air the infection rate can even speed up even faster. This makes things pretty rough as some of the medications on hand last an extra fifteen seconds instead of a whole lot longer which changes just how "brave" you were planning on being with a scary ticking clock in the top middle of your screen.

All of these elements just came together and it was easy to blow an entire weekend in this post apocalyptic world running past or through zombie hordes. Leveling up just increases the craziness of your stunts and as you move through the story some of the new gear just changes things drastically like being able to take to the skies with a parasail or unlock fast travel points in to not always have to run back to key locations. But more on that once we come back for Dying Light 2: Stay Human - Better with a partner.

Bonus

As a bonus to the PS5 version, which others on the PC or the Xbox will not have, are that the adaptive triggers have been configured to harden as your stamina depletes. This was often what I would consider a blessing in combat as I could keep my eyes on where I was swinging and not have to lower them to where my stamina bar would be seen depleting. It really helps to keep you in the action, making me think I should get paddles for the back of my PS5 controller like I have on my Xbox Elite Series 2.

Summary

In a few short words, Dying Light 2: Stay Human surpassed my expectations. For those that have been on the fence as to whether or not make a return to this world after the first I would highly recommend it. Combining the fast paced parkour features of the first in a world that allows you to take it at your own pace was a great combination that I’ll not soon be leaving as I continue through my version of the journey wrapping up side stories left behind.

Score: 9 / 10


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Torment: Tides of Numenera - PC Review


After over a decade, the spiritual successor to Planescape Torment took itself to Kickstarter and destroyed its original asking amount in almost no time. Paying tribute to both its predecessor and to the fans of it, Torment: Tides of Numenera is the perfect follow-up the cult classic RPG.

Starting off perfectly with a face planted nose dive from the atmosphere, The Last Castoff has an existential conversation with the fragments of their mind. What are they? Who are they? The what is easy. The Last Castoff is the latest being to be thrown to the wind as the one known as the Changing God discarded that body as they were done with it. The who? That's entirely up to you.

Like Planescape Torment before it, Torment: Tides of Numenera is all about how "you" want to go about the journey. The world itself knows your face. Some people will hate you, others will love you while the rest simply won't care about you. How you go about it and who you go about it with are all decisions that are entirely in your hands. Solo or with company to talk to, this journey through an incredible realm can be as pleasant or as rough and intimidating as you make it with how you decide to approach each situation that you find yourself in.


No two people will have the same adventures as they take on the role of The Last Castoff. At least not right away unless they catalogue their choices of course and the other follows suit. After the aforementioned face planting, you find yourself as either a Male or Female inside your own mind seeing reflections of yourself and remembering memories that are not quite yours. These start to set up the interesting journey that is about to take place but it isn't until you decide for yourself if you will be what amounts to a Warrior, a Rogue, or a Wizard. These are rough categories but capture the basic essence of the Glaive / Jack / Nano which are the "classes" that the Last Castoff can become.

What makes the experience unique is that just because you chose a path in which to level your character, it doesn't mean that you can't go about doing something completely outside of those parameters. Torment is not restrictive. You want to be a glaive and end up with a silver tongue to get out of everything without having to lift a finger? Go for it. You want to be a Glaive that solves everything with the tip of a weapon? That's ok too. The level of freedom in which you can experience makes the original path you choose nothing more than a basic template. Sure some paths will make getting other abilities harder but if that's what you want? Then go for it.

Following the path of the Nano I was able to go through Numenera as I wanted. I talked my way through EVERYTHING. Why? Because I could as much as because the amount of dialog that I got to read was incredible. Choosing an ability to hear surface thoughts increased what could be said from the Last Castoff's point of view making conversations that much more enjoyable and intriguing which brings me to the next point. Just because you've said something once or inspected something once, doesn't mean that your second or third time will be the same making for some rather interesting situations.



With all the situations that you can find yourself in as the Last Castoff are amazing. Looking at something you'll get a description. Looking at it again could lead to an even further inspection. Sometimes it happens, sometimes it doesn't. You'll never actually know until you do it and even at that, you would have to be persistent enough to even try those multiple times. Sometimes you'll need to have talked to someone else in order to see something more because you'll know what you're looking for. The amount of detail that was put it was stunning at times making me realize just how much I've missed its predecessor.

While exploring the world there are four real ways of going about it. The first is simply to walk around and literally poke at everything you come across. Inspect rubble, examine an artifact, talk to people or simply look at how things move before making a further decision. From this initial starting point three other major factors can come into play. Might, Speed and Intellect can then be used to further your agenda from lifting rubble, running up a cliff face, taking an item from a fast moving mechanism or sweet talking someone into doing something for less or just doing it in the first place.

Each one of these actions take "Effort" which come from using points in the stat pool that a specific character has. This system was brilliant as instead of simply having arbitrary numbers, your specific stat point is your pool. Have a score of ten or fifteen Intellect? Then you've got that many points to play with which blends into the rest of the RPG mechanics. Starting off with a smaller amount of points, these can be increased either by leveling up your characters or by exploring the world and receiving rewards. In either case these give more points in order to spend as Effort however things are never quite just that easy.



On top of having points for Effort, characters can also increase their available points and obtain what are known as Edges. Gaining extra Effort denotes how many Effort points can be used for the specific stat challenge that you've selected. The more points that you put in then the obvious more points that you can use in order to try to get your way. Because running out of points is easy as these are both used for exploration and combat and only come back when you rest, Edges can also be gained which automatically give the character a free Effort point in what they are trying to do.

Automatically being given a point makes both tasks and combat easier. Need to convince someone but you're out of Intellect points? Having a few Edge points in your Intellect will make your base percentage that much higher as well as let's you try. There's a balance to strike between gaining more Effort and Edges. If you have enough Edge points for example, you've basically covered the stat input on your own leaving the character unable to use that particular pool of points because it's already fully loaded. Honestly this is a good thing because it means that you both don't need to worry about it and it means that they are already going to perform to the best of their abilities.

There's a catch to this system that manages to both balance everything out and make you have to go out of your way to complete a ton of quests in order to level up. Starting off this didn't seem to be such a big deal but it won't take long for you to realize that you're going to need a lot of experience in order to keep raising these two features as they can only be raised through leveling up "once per tier".


Setting a limit on these felt a bit restrictive but it makes sense as without it, you personally would be suffering later on with the rest of the skills, abilities, and pools to draw from. Characters when leveling up simply can choose from one of the following options:
Increase Stat Pool;     Increase Edge;     Extra Effort (applies to all stat types); and     Ability or Skill
But each one of these can only be chosen once per "tier".

Once they've all be chosen then your character goes up a tier and they all re-become accessible as well as a few bonuses for having reached that point. Torment allows you to play as you see fit as long as you play within these limits. Once a few levels have passed and the systems become familiar then it's smooth enough sailing as you can plan out your leveling up. In my first ten hours? Most of that was all role playing experience with maybe three or four battles to show for it. Five if you count the tutorial. Two of those three were quite unintentional and there really was no talking my way out of it. "Can't leave any witnesses" would be their famous last words.

Combat is a blend of old school Dungeons and Dragons meets the systems of Tides of Numenera. Once per turn a character can both move and act. Movement allows for the character to move within their allowed radius or use movement skills while acting allows for hitting your enemies or using combat or healing abilities. Initiative to decide turn order is calculated at the beginning of battle and from there the rest of the experience is smooth. Some enemies can seem fairly overpowered but that can either be because you messed with the wrong people or you simply weren't equipped for the situation. Regardless, there are always your Effort points and your Edges that come into play.

Effort Points and Edges work the same in combat as they do in exploration. If you want to increase your chance to hit an enemy you can add addional Might or Speed points in order to do so. Some characters with their Effort Points and their Edges will simply be monsters on the field of battle while others you'll almost need to deplete their Stat pools to hit something. Finding a good balance with your party setup will be important because every now and then, you will need to unleash hell on an enemy. It doesn't happen often if you decide to Silver Tongue it, but it will, and because of that? You should be prepared!



I have to praise the developers on more than just the experience that they've created. I also have to praise them on how they designed the systems that allow the player to explore this realm of vast possibilities. Playing with a Keyboard and a Mouse in front of a computer screen is just as pleasant as playing with a controller in front of a big screen. Everything feels natural and smooth with one as it does with the other. Furthermore, options have been made for the size of the text from smaller options to even larger ones allowing for the player themselves to select what they deem is appropriate instead of an arbitrary tiny font that needs a telescope to read.

Torment: Tides of Numenera is fantastic. Fans of the original Torment as well as new players alike should have no issues finding themselves gleefully lost within this realm of amazing possibilities and people. With hours easily spent exploring the first areas, getting to know the people and taking on requests while going about your quest and this world slowly reveals its secrets in which seemingly unrelated events may be more intertwined than you first thought.

Game Information

Platform:
PC
Developer(s):
inXile Entertainment
Publisher(s):
Techland Publishing
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher




Article by Pierre-Yves
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