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Torment: Tides Of Numenera Dev Diary Discusses Themes As Kickstarter Sails Past $2m

Author:
Jonathan Lester
Category:
News
Tags:
inXile, Kickstarter, Planescape: Torment, RPG, Torment: Tides Of Numenera

Torment: Tides Of Numenera Dev Diary Discusses Themes As Kickstarter Sails Past m

Torment: Tides Of Numenera is the big dog on Kickstarter campus at the moment, having now successfully raised a cool two million Dollars in its first three days. As a spiritual sequel to Planescape: Torment endorsed by Avellone and developed by InXile, RPG fans are going absolutely mad for it.

Veteran RPG designer Colin McComb (former Black Isle man and creator of the AD&D Big Book Of Elves) has released a new developer diary to explain some of the themes behind the project, and you can now expect stretch goals aplenty.

Torment: Tides Of Numenera Dev Diary Discusses Themes As Kickstarter Sails Past m

Just in case you didn't already know about Torment, here's the pitch:

Torment: Tides of Numenera is a game set in the world of Monte Cook’s new tabletop RPG setting, Numenera. Torment continues the thematic legacy of Planescape: Torment, a critically acclaimed role-playing game from 1999 that's considered by many to be a hallmark for storytelling in computer RPGs. With Torment, we're striving to create a rich role-playing experience that explores similar deep, personal themes.

  • Torment is a single-player, isometric role-playing game.
  • You will play a single, specific character, though you will encounter optional NPC companions you may choose to include in your party.
  • The story-driven game will have a rich dialogue system and approach similar to that of Planescape: Torment.
  • The game will be developed in the Unity engine for PC (Windows), Mac, and Linux platforms.
  • The game will be available in English, French, German, Italian, Polish, Russian, Spanish.
  • The game will be distributed DRM-free. (You’ll be able to get it from Steam, and other DRM-free download options will be made available.)

"We're crafting Torment with the goal of creating a gameplay experience like that evoked by Planescape: Torment (or PS:T). We want Torment to challenge, reward, surprise, and entertain you in ways that PS:T did. To do that, we examined PS:T carefully, and took these four pillars as our foundation:"

  • A Deep, Thematically Satisfying Story. The philosophical underpinnings ofTorment drive the game, both mechanically and narratively. Your words, choices, and actions will be your primary weapons.
  • A World Unlike Any Other. The game has a fantastic, original setting, with awe-inspiring painterly visuals, imaginative locations, truly offbeat items, and massive feats of magic. In Numenera, however, "magic" is actually something surprisingly different.
  • A Rich, Personal Narrative. The story is thoughtful and character-driven—epic in feel but a deeply personal narrative, with nontraditional characters and companions who have their own motivations and desires that drive them throughout the game.
  • Reactivity, Choice, and Real Consequences. The game emphasizes replayability and reactivity, and your choices will make a real difference. You can play the game with a different approach and discover entirely new pathways. Most important, we won't tell you how to play. The best ending is the one you choose, flowing naturally from your actions throughout the game.

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