Torment: Tides of Numenera
I finished this last night, and I'm really not sure if I liked it or not. The biggest problem with this game is that it's heavily focused on the story, but the writing is almost always awful. What is most frustrating is that game ends up sidelining you toward the end, so that you mostly end up watching other characters progressing the plot. The game then bizarrely ends with you basically selecting whatever ending you want from a list of dialogue choices.
I must admit that I had little patience for much of the dialogue in this game. Every single line of dialogue is surrounded by awful "narration" text. You know the stuff:
"You see a woman who has the look of a woman who is being looked at by you. She looks neither distressed nor uncomfortable. She is not holding an umbrella, nor is she holding a cane. She strains to smile at you, and her smile fills her face like a crack that has formed in a wall over many years. 'I sell healing potions,' she states with a mischievous but sad and knowing look, with tears in her eyes and poison in her tongue."
However, the way that you interact with stuff is actually pretty interesting, though simple. You have three attributes (might, speed, intelligence), and every challenge has some target value you need to meet. You can spend extra points to guarantee success, but those points are taken from your attribute, which means future challenges will be more difficult. You can of course regenerate your attribute with consumable or by resting, though resting is not free. More interestingly, resting can actually cause you to fail quests because time advances when you sleep.
This even extends to combat. You can actually avoid most combat if you want, but if you do fight, it basically uses the same mechanics. Even attacking an enemy is basically an attribute challenge, and you can spend extra points on your attacks. That makes it very unfortunate that such an interesting system is wasted on a game where you become invincible after the first few hours. Within a few hours of playing the game, you will get to the point where you simply don't fail anything ever.
As a "spiritual successor" to Planescape: Torment, it is laughable. However, as a heavily story-focused adventure/RPG, it's not bad, as long as you skim through all the creative writing exercises that make up much of the writing. There are some cool ideas and concepts, and even some exceptional parts (the middle 10 hours of the game), so it's worth getting through the awful first couple of hours.