Posts Tagged ‘Torment: Tides of Numenera’

Would You Like To Experience Three Minutes Of Torment?

By Alec Meer on September 18th, 2014.

I myself experienced three minutes of torment just moments ago. It’s always a nightmare when my girlfriend heads into the bathroom before I can get in there for my first wee of the morning.

I felt much better when I experienced a different sort of Torment – a proper in-game look at the next RPG from Wasteland 2 creators inXile. It’s fascinating to see how Tides of Numenera is trying to evoke its spiritual predecessor Planescape: Torment without, in fact, being a Planescape game.
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The Ultimate Torment Interview Of Ultimate Torment, Pt 2

By Nathan Grayson on June 19th, 2014.

I very much want Torment: Tides of Numenera to be excellent, because the world needs more Torment. Not in the literal sense, of course; the world is a miserable place. But Planescape Torment was a wonderfully different sort of RPG set in a wonderfully different sort of world, and another descent into the gnarliest bowels of fuckweird would be quite grand. Numenera’s still a ways off at this point, but inXile seems to be on the right track. Yesterday we talked combat and why quality is more important than size, and today we continue on by chatting about why Planescape Torment *wasn’t* perfect, what that means for Numenera, the recent delay, and why we won’t just be able to attack any old random NPC. All that and more below. 

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The Ultimate Torment Interview Of Ultimate Torment, Pt 1

By Nathan Grayson on June 17th, 2014.

Madly anticipated Planescape Torment spiritual successor Torment: Tides of Numenera has been delayed. We won’t be able to probe its strange, sloughing depths until late 2015, which is a shame except that if inXile released when they were originally planning to we’d probably get a stack of concept art and a mountain of design documents instead of a game. Torment’s Kickstarter wrapped up more than a year ago, though, and it has made progress. Big progress. I spoke with project lead Kevin Saunders, creative lead Colin McComb, design lead Adam Heine, and new lead area designer George Ziets about how the game has evolved. In part one, we discuss combat, how backers have influenced the game, using Pillars of Eternity tech, why Torment will be more about quality than size, skill systems, and story changes. It’s all below.

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Torment: Tides Of Numenera Recedes Till Late 2015

By Graham Smith on June 16th, 2014.

Concept art. Very concepty.

Torment: Tides of Numenera aims to be a spiritual successor to Planescape: Torment, but it seems producing vastly complex, non-linear RPGs is a difficult task. Following the success of Wasteland 2, inXile’s other Kickstarted game, Tides of Numenera has swapped its previous ‘early 2015′ release date for a revised ‘late 2015′. In a lengthy post at the Torment blog, the team have offered update on the game’s current development.

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Infinity Engine 2.0: Torment To Use Eternity Tech

By Nathan Grayson on February 10th, 2014.

They say that history often repeats itself. People feud endlessly over similar issues, trends ebb and flow, and you already are your parents (THERE IS NO ESCAPING IT SEARCH YOUR FEELINGS YOU KNOW IT TO BE TRUE). But it’s not all bad. Sometimes, for instance, classic game genres are reborn in glorious blazes of phoenix-like beauty, and you’re like take that dad you had to play Dungeons and Dragons with pens and paper I’m totally different please let me be different. And so, as it was in the days when games like Baldur’s Gate and Planescape Torment swapped genetic material, so too shall it be soonish with Pillars of Eternity and Torment: Tides of Numenera. Torment will borrow Eternity’s gorgeous engine tech, allowing for hyper-detailed backgrounds that ooze and skitter with intoxicating weirdness.

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The Turn-Based Tides Of Numenera: Torment

By Adam Smith on December 9th, 2013.

A couple of weeks ago inXile asked Torment’s backers to make a choice about the game’s combat – turn-based or real time with pause? Late on Friday, the votes came in and the developers reckon that even though “statistically it was a tie”, the combat will be thoroughly and entirely turn-based. Hurrah! I hadn’t even considered the question until it was asked, assuming that Numenera would be following in the action-sapping footsteps of Wasteland 2 and I’m glad that around half of the people who backed the game and bothered to vote agree that turn-based is the most sensible approach. A large update to the Kickstarter page explains the reasoning and I’ve copied some pertinent quotes below.

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inXile’s Torment Over Pause-Time or Turn-Based

By Alec Meer on November 22nd, 2013.

Turn-based or real time with pause? This dilemma is what keeps inXile up at night. Actually ‘how are we going to spend all this money?’ is probably what keeps them up at night. But being undecided on what combat system to use for spiritual Planescape sequel Torments: Tides of Banana Split can’t help. Do they use a system similar to the Baldur’s and Planescape games of yore, where fights play out in real time but you can pause at any point to dole out orders? Or is the full tactical might of turn-based, as they’re using in Wasteland 2, the way to go?

They’ve decided to ask their 80,000-ish backers. Which means this is ON YOU. If you backed. Maybe you didn’t. In which case, blame a bunch of other people if you don’t like the outcome.
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Torment Devs On Progress, Death, Putting Story First

By Nathan Grayson on August 7th, 2013.

There is a new Torment game in development. In the year 2013. Isn’t that mad? My heart does a kind of fluttery thing every time I think about it – like butterfly or a potentially fatal circulatory condition. But at the same time, it’s a fact that’s shockingly easy to forget about. Wasteland 2 is currently siphoning away most of inXile’s attention, so mum’s been the word out of Torment: Tides of Numenerararara‘s twisted dimension. Me being the FEARLESS journalist that I am, however, I bravely got invited to inXile and – throwing caution to the wind – asked questions during my scheduled interview with studio head Brian Fargo and Torment lead Kevin Saunders. They answered every last one, probably out of fear.

Find out about the most recent developments in Torment’s story, writing, combat, very unique death mechanics, weirdness, and tons more after the break. We also end the interview by discussing the impending doom of reading and writing. It’s cheery stuff!

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Anti-Shock: Torment Now Most-Funded KS Game Ever

By Nathan Grayson on April 6th, 2013.

Welp, time to go write a list of the top-10 gaming bridges.

$4,188,927. That’s where Torment: Tides of Numenera‘s conquest of Kickstarter ground to a halt, which is pretty good considering it started off asking – nay, begging, clothed only in rags and its own waste – for a pithy $900,000. It’s also apparently pretty good in the grand scheme of every videogame ever, seeing as Torment’s now holds the record for most-funded Kickstarter game of all time. Previously, brother in spirit (and partially in flesh, given Chris Avellone’s formidable intellectual seed) Project Eternity held the top spot at $3,986,929. But enough numbers I can barely count to using my fingers, toes, and a nearby family of millipedes. Let’s delve into what this means for the game.

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Obsidian’s Avellone On Torment, KOTOR 2, Alpha Protocol

By Nathan Grayson on April 4th, 2013.

Well, it’s official: Chris Avellone has joined the Torment: Tides of Numenera team. Kickstarter’s overwhelming monetary might has pushed another old band back together again, and now this one’s ready to give belabored brain birth to another tale for the ages. And dimensions. And whatever other creative gravy giblets they can fit into their twisted turducken of a setting. But Torment’s hardly the only thing on Avellone’s increasingly busy mind, as he’s also got both Project Eternity and Wasteland 2 to worry about. Oh, and let’s not forget that exceedingly tantalizing Star Wars pitch Obsidian CEO Feargus Urquhart was so thrilled to discuss. It’s tough, then, to imagine that Avellone has even a spare second these days, but he somehow managed to shove aside a few for a chat, so we used it as wisely as humanly possible. To discuss kindly stick figure knights and giggle at bad naming jokes, of course. Also, all of the above, Avellone’s role on Torment, and what an Alpha Protocol sequel would look like in a post-Walking-Dead world. 

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And Now There’s In-Game Torment Footage, Too

By Nathan Grayson on April 3rd, 2013.

Imagine this, but in mooooooooooooooooooooootion.

Back in my day, RPGs were nothing but intangible, entirely unmoving canvases for imagination. And by that, I mean yesterday. Torment: Tides of Numenerararararararararara took its first itsy bitsy widdle slime-drenched steps toward existence with a screenshot, but boy do they ever grow up fast. Now it’s moved on to a full-blown (though extremely brief) video, and before we know it, the Planescape sorta-successor will be driving, going to college, and raising its own litter of little Torment-lets. But I’m probably getting ahead of myself, because I desperately hope it’ll eventually pay my retirement home bills. However, that “eventually” just got a bit further off, as Torment’s already suffered a slight delay. Video and explanation after the break.

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The First Torment: Tides of Numenera Image

By Jim Rossignol on April 2nd, 2013.


Yes, that’s the first in-engine image of Torment: Tides of Numenera. Go ahead, you can click it for full size. Pretty, ain’t it? That’s apparently “a screenshot from within the bloom”. So that’s nice.

The Torment Kickstarter has a mere three days left on it, and the poor chaps have raised a meagre $3,311,380. Perhaps give them a hand if you can spare a dollar?

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Man For Sale: Chris Avellone On Torment Kickstarter

By Cara Ellison on March 22nd, 2013.

Ooooooh pretty
Roll up roll up! We have one man for auction! Cofounder of Obsidian Entertainment, lead designer for a thing called Star Wars: Knights of the Old Republic 2, lead designer on a thing called Planescape TM: Torment. Anyone? Anyone for a designer man? You sir? You ma’am? You look a likely sort for a single player, story-driven, isometric role-playing game. Come on lady, do you like complex and nuanced morality, deep and reactive choice and consequence, and immersion into a new and strange vision? Sounds sexy doesn’t it sir. LOOK AT HIS CRANIUM. Looooooook at those sexy hands of design-orientated development skills! Well give us $3.5M and you can have him you cheeky buggers.
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