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They called it Torment because it was marketed as a spiritual successor to Torment: Planescape. Planescape occurs in the DnD universe, howeever, while Tides of Numenera occurs in the Numenera universe.
But yes, they used the Torment title because they thought it would rake in the cash, and low and behold, it did. May have backed them into a corner though... if this thing ever gets a sequel, it's bound to have a weird title.
It's actually for that reason that me and my gaming friends were skeptical about Tides of Numenera the day it was announced. It really shouldn't have Torment in the title.
I was able to set that aside anticipate the game for what it realistically is, I.E. a completely different game in a completely different setting that tries to capture the *feel* of Planescape: Torment. Fair enough to that. But I'd be lying if I said that didn't make me skeptical about the nostalgia they're appealing to. They really are pushing it in that regard.
Main character = Amnesiac thrown into the world who can't die and sometimes has to get themselves killed on purpose to advance a quest
The Fathom = The Mortuary
Sagus Cliffs = The Hive
The Valley = Buried Village and Catacombs
The Bloom = Ravel's Maze, but more expansive
The Maws = Portals with keys
The First Area = Hidden door to the last area
The Changeing God's Daughter = Deonarra
The Changing God + The First + Other Castoffs = Your incarnations
The Sorrow = Toss up between the Transcendent One and the Lady of Pain
The Genocide = Vhailor, except it's not a companion.
Ebb Creakness = The world info character in the bar in Cliff's Edge
The Dendra O'Hur = The Dustmen
The Order of Truth = The Sensates
Cult of the Changing God = The Godsmen
There's a headless man walking around, but you can't interact with them.
O returns in the equivolent of the Smoldering Corpse Bar.
"Updated my journal", except there is no real journal.
My point is that they obviously tried to copy the form of Torment in quite a few ways, not just in the form of easter eggs. Perhaps a bit too much.
(Well, it's possible to miss her, I guess? But she's present in act 1.)
Emphasis mine.
I'm staying out of the argument about whether using the name was a cash-grab or not, simply pointing out that it fits the definition of a spiritual successor which TToN was advertised as.
EDIT: And, frankly, of all the possible settings they could have used for such a successor (discounting Planescape due to aforementioned licensing and copyright issues); Numenera was the best one they could have chosen. The tabletop game's books paint a world that is unbelieveably weird and fantasic at times, not dissimilar to how Planescape tends to be when compared with other DnD settings.
(1) Pull up definitions of "spiritual sucessor" if you want, but I don't think there is much of a precedent for a game that explicitly uses the title of another game while completely abandoning both its setting and core aspects of its gameplay. For that reason, I was anticipating this game with a grain of salt as far as its connection to its predecessor.
(1) Given the choice to use Numenera, they did a questionable job of giving you a sense of exploring the setting in the game. A lot is described in text, and you're dropped a lot of hints about people and places you *could* explore, but it's just hinted at and then tossed aside. I wasn't a backer, but to find that some of those places (2-3 more areas) were cut is a dissapointment.