![]() It's key to build a balanced party, as speed stats determine who goes first, and speedier characters often have skills to hop around the battlefield. Each encounter has you dipping into attribute pools to perform each action, giving you a firm limit on how much you can use skills. Called 'Crises', they're turn-based and strategic – think Fire Emblem without a grid system. Comparatively little dialogue has voice acting either, so prepare to read a couple of novels' worth of text on the lower third of your monitor. Unfortunately, for such a text heavy game, there's no log of responses, important or otherwise, to help you track quests or remind you of important details of people you meet. Thousands of lines have been written for the game, and almost every character you encounter will be more than eager to talk your ears off. Talking your way out of a conflict is as much an option as taking up arms, or environmental artifacts may do your work for you. You won't necessarily be doing much fighting though – Torment excels in giving you numerous solutions to almost any situation. ![]() This plays into combat, with characters' abilities coming from nanotech or dimensional abrasions, but looking like something out of Baldur's Gate. The world you awaken to is the Ninth World, built on the ruins of eight fallen civilisations, with their myriad mixed and incompatible lost technologies now doing a very good job of mimicking magic. This could be a slog for anyone who doesn't at least partly romanticise its inspirations
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