1. Pokémon Moon - 3DS
2. Tony Hawk's Underground - GCN
3. Warhammer 40,000 Dawn of War II: Chaos Rising - PC
4. Warhammer 40,000 Dawn of War II: Retribution - PC
5. Disgaea: Afternoon of Darkness - PSP
6. X-Wing: Imperial Pursuit - PC
7. Star Wars Republic Commando - PC
8. X-Wing: B-Wing - PC
9. Blazing Lazers - TG-16
10. Tales of Xillia 2 - PS3
11. Shining Force CD: Shining Force Gaiden - Sega CD
12. MUSHA - Genesis
13. Sonic CD - Sega CD
14. Final Fantasy Legend III - GB
15. Tales of Zestiria - PS3
16. The Legend of Zelda: Breath of the Wild - Switch
17. Horizon Zero Dawn - PS4
18. Tales of Berseria - PS4
19. Battlefield 1 - PC
20. Turok 2: Seeds of Evil - PC
21. Mass Effect Andromeda - PC
22. Starflight 2 - PC
23. Armored Hunter Gunhound EX - PC
24. Space Megaforce - SNES
25. Persona 5 - PS4
26. Torment: Tides of Numenera - PC
Torment is the second game to come from inXile going the crowdfunding route, and so far they're batting two for two. This campaign launched while Wasteland 2 was still under development, with the justification that due to how game development pipelines work it made sense to keep the initial designers busy working on the next game. And based on the results it's clear that they have a very good understanding of how to properly budget time. I'm going to say that inXile is a company to trust; if you see them crowdfund another game (right now Bard's Tale 4 and Wasteland 2 are in development) then you have a very good expectation of getting what is being pitched (so feel free to back to get shinies or go with Fig's investment option).
As the name implies, Torment was billed by the devs as a spiritual successor to Planescape: Torment. Now, it's not a sequel both because the original game's story was utterly completed in that game and them not having access to the AD&D license. But I think that worked out for them, as they hopped aboard Monte Cook's Numenera setting, which was being developed at around the same time they started concepting this game. It ended up being a fantastic fit from a worldbuilding perspective as well as a mechanical systems perspective.
Numenera is set in the Ninth World; Earth one billion years in the future. It gains that appellation from the belief that eight civilizations have risen and fallen prior to the current setting, and now humanity is dealing with their detritus. The setting runs entirely on "sufficiently advanced technology is indistinguishable from magic", so you get this utter hodgepodge of fantasy and sci fi tropes based on whatever best suits what your GM is trying to do. The general level is that standard fantasy middle ages setting, but there's all these little touches that make it alien, like people mixing hover cars with drawn carts and people setting things on fire by connecting to the cloud of nanobots suffusing the atmosphere to induce heat at the targeted location. Many things are repurposed; a power pack becomes a grenade. In many ways it ends up being an even weirder setting than Planescape was.
In terms of game systems Numenera is heavily emphasized around being able to tell a good story with the players along for the ride. Rather than tables of stats and a variety of rolls influenced by wargaming, Numenera takes a broad strokes approach. If you want to set up a quick encounter you can have the players attacked by a beast that is difficulty 1-10. Your target number is equal to difficulty * 3, and the players perform all rolls. So if you're attacking a difficulty 3 monster you need to roll 9 on a d20 to hit it. If that monster attacks you back you need to roll 9 on a d20 to dodge. The GM can intrude to screw with players, but in order to do so he needs to give out experience as compensation. Difficulty numbers can be adjusted up or down based on player skills and circumstances; if you're fighting in the rain on a cliff's edge maybe tasks are one step more difficult, while if you're trained in melee attacks you can hit things as if they were one step less difficult. And if PCs really want to make sure they succeed at something they can apply effort, which involves spending the appropriate one of three resources to reduce the difficulty by a step or two. And it's this last one that gets most heavily utilized in Torment.
Now, Torment does make some changes to the base system of the game in order to fit the fact that this is a computer game, rather than an organic experience overseen by a GM. The biggest change is that you have a health bar. In tabletop Torment you have three stat pools: might, speed, and intellect. These serve as both fuel for applying effort AND your health. So if you get hit with a sword you lose might, while taking a psychic attack reduces your intellect. If a pool empties you take major damage and future hits of that type are shunted to one of the other pools. Emptying all three kills you. In a GM situation the GM can adjust the pace and difficulty of encounters so as to avoid killing off players; the computer is not as kind. So now you have a separate health bar. Your stat pools are still used for applying effort, and you will do that a lot. The other change related to this is you no longer have a recovery roll to heal up; instead you have to rely on consumables and inns. It's the tradeoff you get by having a real health bar.
So, on to the actual game itself. Like P:T, Torment is extremely story focused, and you can go large swathes of the game without fighting anything. There's a lot of content that ends up just being world building, and that will give you some experience when you engage in it. This might be listening to the story of an extradimensional being who got trapped in this world and his tribulations trying to adjust to a place with only three spatial dimensions. There's also a lot of sidequests; none of them are too long and they all are worth doing, either for the experience or for finding out more of the world. The dialog trees are deep and can frequently be influenced by your skills and can require effort to get through. Some can be repeated, but many are closed. I'd encourage you to live with your choices; the game has a lot of good scripting that keeps you from being blocked, and all of it influences your general disposition.
The player character is the latest castoff body of a being known as the Changing God. The God has achieved functional immortality by constantly transferring consciousness to new bodies; the bodies left behind develop their own consciousness and agency. Your initial goal is to figure out what happened to you and find your place in the world; doing this opens up the broader story of the game. Along the way you can pick up several companions with interesting stories to tell. Several have personal quests; possibly all, though I didn't find a quest for one or two of them. Many of the major quests end up having consequences detailed after the game is finished, like was used before in the old Fallout games.
I mentioned that combat is heavily deemphasized. I don't think you can go full pacifist, but you can talk your way out of a ton of it. There's also a few times where you go into the combat interface without actually being in combat; this is used for time limited events and gives them a bit of urgency. Combat is a pure turn-based affair where you can do one movement and take one action per turn (where an action can include moving a second time). Compared to P:T the combat is much easier, so it doesn't feel like a failure if you get sucked into some. It's not super deep, but there's enough going on that you have to pay attention during combat and it never feels like a slog.
I don't want to get too deep into the rest of the story because spoilers. I will say that I found it very interesting and I spent a lot of time answering the ways I felt, rather than trying to gain a particular game advantage as happens in many other RPGs. There's a lot of times where there isn't a right answer, just a decision. You better be prepared to read, however. This is definitely more of a novel with light gameplay elements. But it's a highly enjoyable novel and the gameplay all works just fine.