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You don't have any reason to care, beyond shallow feel-good humanitarianism. The conversations themselves are shallow, and it doesn't matter much what you say in them as you end up in the same place anyway. Keep clicking on things, and eventually you'll get a menu to click on, giving your companion ending A, B, or C. If you've missed a quest trigger, the character in the next step of that vision quest will react anyway, even helpfully asking you to bring that character to him if he isn't with you at the time. If you've forgotten to talk to your companion, they'll remind you. I achieved the best outcomes for all of the companions I had with me without even paying much attention to them, as the game goes out of its way to make absolutely sure you don't miss anything. They're painted sticks parroting lines written for them, not flesh-and-blood characters living, breathing that question.įor example, consider companion vision quests. Planescape: Torment's characters embody that central question: the succubus who took a vow of chastity, the enslaved warrior-monk from a people defined by their escape from slavery, the fragment of a collective consciousness who developed a sense of self. If Planescape: Torment is a monk struggling with a kôan, "What can change the nature of a man?" a red-hot iron ball in his throat which he can neither swallow nor spit out, Tides is a philosophy freshman crying into his red wine, in love with the profundity of his navel. It apes its forms without understanding its substance. Instead, it imagines Torment can be captured in a formula.
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It is terrified of stepping out of the shadow of its ancestor, to proudly do its own thing. The fatal flaw of Torment: Tides of Numenera is timidity.
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