Magical tomes stacked beside tech manuals. Analog technologies colliding with digital religions. Ancient buildings built atop futuristic buildings. You see civilizations stacked on top of civilizations. Aside from (mostly) green grasses and (largely) blue oceans, very little is recognizable otherwise. It’s on Earth, but it’s one billion years in the future. You interact with people, places, and things, and by learning about the world around you, you learn more about yourself. You set off to learn about yourself as a Castoff, the Changing God, and your place in the world. If nothing else, it’s the most unique take on the good old “amnesiac protagonist” trope I’ve ever seen. You know nothing of your life when the Changing God was in control. When the Changing God leaves behind a body, a new and entirely separate consciousness springs from within the castoff. This is how he became the Changing God.īut the castoffs-the bodies he tosses aside-aren’t done. He lives a life in that body, and then, when that body has served its purpose, he builds another body to inhabit. He crafts a new body and then inhabits this new body. So this guy builds a path to immortality. More than anyone could learn in a lifetime. Only problem is, there’s too much to learn. There’s this guy, right? And he’s so thirsty for knowledge that he wants to learn everything. Let’s talk about this Changing God first. You are the Last Castoff of the Changing God. It’s hard to imagine a more schizophrenic world since, well, since Planescape: Torment itself. It lives and dies by its own mind-blowing concepts. Torment: Tides of Numenera, the thematic successor to 1999’s Planescape: Torment, is a dungeon-punk role-playing game with old school cRPG blood pumping through its veins. With only a few introductory lines, my pupils practically dilate.