Posts Tagged ‘inXile’

Plane Sailing: Torment 2 Funded Already

By Alec Meer on March 6th, 2013.

Seven hours. That’s what can change the nature of a roleplaying sequel. While it always seemed relatively likely that inXile’s Torment: Tides Of Mahna Mahna would be funded, given the years of backlogged adoration for Planescape: Torment, with no actual footage on show and no Avellone involvement, I’m not sure anyone expected it to happen so quickly.
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Torment 2: What Can Source The Nature Of A Crowd?

By Alec Meer on March 6th, 2013.

It’s no surprise whatsoever that inXile’s PlaneScape: Torment spiritual sequel would hitch itself to the Kickstarter mast. Because, er, they always said it would. That Kickstarter is now live, live, live, as Torment: Tides of Numenera sings for its $900,000 supper for the next month or so.

Update: 15 minutes after launching, they’ve made $50,000 $70,000 already. Bloody Nora!
Update 2: Less than two hours from launch, Torment’s at over $300,000. Seems unlikely this one won’t make it, eh?
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Plane To See: Torment 2 Has A New Name And A Website

By Alec Meer on February 20th, 2013.

faceless one

Last month, inXile’s Brian Fargo spilled several important beans about post-Black Isle, post-Planescape plans for a sequel to the legendary RPG Torment, in a brand new and rather tasty-sounding roleplaying setting from ex-Wizards of the Coast man Monte Cook. While there still isn’t too much firm’n'fixed to go on, the game’s gone live with its very own website and the first reveal of its new, full name.

Torment: Tides of Numenera lives.
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Post-Planescape: Fargo Reveals The Future Of Torment

By Alec Meer on January 9th, 2013.


Rumours have been swirling for years about a possible sequel to Black Isle’s legendary and powerful roleplaying game Planescape: Torment, but the closure of the original studio and the jealous guarding of the Planescape rights by owners Wizards of the Coast seemed to have put paid to any comeback. But with original Interplay boss Brian Fargo very much back in the RPG business with current studio inXile’s wildly successful Wasteland 2 crowdfunding, everything changes. He and his team have come up with a way to make a new Torment game: this is really happening.

And there was much rejoicing.

Read on for details of its new setting, the people involved, whether it’ll link to the original game, which thematic aspects will recur, how the combat may work and how they’ll get it made.

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Not The End Of The World: Wasteland Not Browser-Based

By Nathan Grayson on May 14th, 2012.

This logo, however, is browser-based. Disgusting, right?
Among many frightening visions of the future spawned by modern day paranoia – for instance, widespread environmental devastation, nuclear genocide, or roving herds of spindly, twitching spiders that evolve to reside exclusively in jars of Nutella – there’s the fear that all games will eventually bomb themselves back to the lo-fi, browser-compatible Stone Age. So when inXile head Brian Fargo announced that Wasteland 2 would be in the Unity engine‘s browser-calloused hands, knees jerked hard enough to create a small seismic event. Fargo, however, assured his panicked followers that his franchise revival has not, in fact, jumped the irradiated six-mouthed shark.

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Guest Blog: Interplay’s Wasteland Memories

By RPS on April 11th, 2012.

The remarkable Wasteland 2 crowdsourcing wagon rolls on – it’s currently bagged itself $2.35m across Kickstarter and Paypal, and rising. We’ve already heard from Brian Fargo and Chris Avellone, but today returning Wasteland designer (and New York Times bestselling author) Michael A. Stackpole pens a guest post for us, detailing some of his more memorable experiences when working on the first Wasteland back in the late 1980s.

Read on for map design secrets, the unexpected side-effects of the anti-piracy systems of the time, why Wasteland endures, dehydrated cosplay and how Interplay used to scare old men.
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Back To Black Isle: Fargo On Obsidian Joining Wasteland 2

By Alec Meer on April 2nd, 2012.

Last week’s wonderful shock news was that Brian Fargo and his team at inXile hope to recruit Chris Avellone and his team at Obsidian to work with them on the successfully startkicked sandbox RPG Wasteland 2. If funding for Wasteland 2 can reach $2.1 million (it’s currently at $1.8m, with 14 days left to go), it means a sort of dream team of ex-Black Isle staff would be working on a game that consciously harkens back to that golden age of cRPGs. I had a quick chat with Brian Fargo about what the potential partnership actually means, his thoughts on the wildly successful crowdsourcing of the game to date, whether the hiring of Planescape brain Avellone means a more fixed rather than freeform RPG, how his Kicking It Forwards crowdsourcing reinvestment initiative is going, and how he’d love to out-Kickstart Doublefine.
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Hands On: Hunted – The Demon’s Forge

By Alec Meer on April 26th, 2011.

Yeah, cos you'll see this camera angle all the time

Bethesda’s is a crown with many likely jewels at present – Brink, Rage, Prey 2 and of course Skyrim are all mightily impressive prospects in their own distinctive rights at present. And then there’s Hunted, whose gleam is a little harder to discern right now. A welcome break from the post-apocalypses which dominate Bethesda’s shooter range, in broadest terms it’s Diablo making the beast with two backs with Gears of War. An appealing concept – hackery and slashery up close and personal, with a strong co-op emphasis. My kind of thing, nominally.
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Swor D’œuvres: Some More Hunted Footage

By Quintin Smith on March 2nd, 2011.

You'll have to excuse me, I'm still reeling at that headline

It seems like only yesterday that I was posting a long video of Hunted: The Demon’s Forge. Quite possibly because I was. But that video was old, and this is new! And as we all know, new is best. You hear that, grandad? Besides, while both videos show sexy protagonists E’lara and Caddoc slapping around whole bestiaries of monsters, this one’s demon-strably more polished and marginally less all-over-the-place. But still quite all-over-the-place. You’ll see.
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Hunted: The Demon’s Forge Gets Map Creator

By Quintin Smith on March 1st, 2011.

Looking a bit bare bones, isn't it

Eurogamer has the latest on hack’n'slash co-op goodtime Hunted: The Demon’s Forge and its enigmatic Crucible mode, which, not unlike a restaurant serving griddled cat, has been spotted on the menu but not discussed.

Turns out Crucible is where you’ll be spending all the gold picked up in the main campaign, using it to make your very own maps and share them with your friends. I’d expect a very basic interface, what with Hunted primarily being a release for the console machines, but it could be curious nonetheless.
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Hunted: The Demon’s Forge: The World

By Jim Rossignol on December 21st, 2010.


Death or unthinkable evil? That’s apparently the choice that is open to the denizens of the world of Hunted: The Demon’s Forge. Tricky one, eh? Just how bad can unthinkable evil be, really? Mmm, well, this latest footage gives us a taste of what’s actually afoot in this action-slasher (Gauntlet rides again…) coming up next year, with wizened woods and shattered medieval cities. It’s looking a lot like Tolkien tapping his foot to heavy metal, or something. Go take a look.
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