Posts Tagged ‘Planescape-Torment’

The Ultimate Torment Interview Of Ultimate Torment, Pt 2

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

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

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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Larian On Near-Closure, Divinity’s Future, Gender Parity

Divinity: Original Sin is looking positively divine. Honestly, in the sheer heat of the moment, I might be more excited about it than Pillars of Eternity or Wasteland 2. I already spoke at length with Larian head Swen Vincke during a massive video play session, but that wasn’t enough. Afterward, we chatted about everything from the studio’s rocky, too-close-to-closure-for-comfort history to the possibility of using Divinity’s engine on a non-fantasy RPG to the chances that Larian goes back to Kickstarter. On top of all that, Vincke told me why having gender parity (one male, one female) on his writing team turned out to be the “best decision ever.”

Vincke’s admirably frank answers to roughly a million questions are below. 

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Mega-Impressions: Obsidian’s Pillars Of Eternity

It’s official! Project Eternity finally has a real big boy name: Pillars of Eternity. On its own, that’s hardly the most exciting news in the world, but it also means that Obsidian is finally ready to take the wraps off more than, like, three screenshots and precious little else. I had the good fortune of traveling to Obsidian to witness plenty of gameplay and conduct multiple eternities-long interviews, and The Artist Formerly Known As Black Isle sent me away with some video to boot. See, hear, read, and – I guess if you want – taste and touch so very, very, very much of the newly rechristened Kickstarter darling below.

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

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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One Of Dragon Age’s Big Influences? Planescape Torment

Like our fair, occasionally fire-breathing John, I also recently saw Dragon Age: Inquisition in action, and – against all odds – I came away very impressed. Dragon Age: Origins was a very important game to me for a number of reasons, and the crazy thing is that BioWare actually seems to *get* why its return to fantasy’s pointy eared realms made people like me chant(ry) its name to the high heavens. There’s action-y stuff in Inquisition, sure, but also plenty of tactical options (TOP-DOWN VIEW YEAH) and yummy conundrums to scramble my moral compass. But it wasn’t until I spoke with lead designer Mike Laidlaw that I really began feeling good about Inquisition. His favorite game? Planescape Torment. And, if Laidlaw is to be believed, the Black Isle classic’s influence is strong in this one. 

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