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Torment: Tides of Numenera


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torment-logo.jpg

Developers

inXile entertainment

Platform

PC

Genre

Isometric RPG

Release

TBA

About

Torment: Tides of Numenera™ continues the thematic legacy of the critically acclaimed Planescape: Torment™. Set in Monte Cook's new tabletop role-playing world, Numenera™, the newest Torment asks: What does one life matter?


Numenera's Ninth World is a fantastic vision of a world in which massive
civilizations have risen and fallen - disappeared, transcended,
overwhelmed, or destroyed - and left their cities, monuments, and
artifacts behind. As each rose and fell, their achievements became part
of the accumulated detritus of eons... but much of it did not decay. And
now this assortment of ancient power is there for the taking,
ever-present, underfoot. The humans of the Ninth World take and use what
they can. They call these wonders (and horrors) the numenera.


One of these humans discovers a way to use the numenera to grow strong,
to cheat death, to skip across the face of centuries in a succession of
bodies. But he discovers an unexpected side effect: You.


Torment™ is a game of complex and nuanced morality,
deep and reactive choice and consequence, and immersion into a new and
strange vision. You will chart a course through bizarre dimensions,
across the face of a vastly different world. You will earn companions
along the way, and discover their value - perhaps through their
strengths, perhaps more literally by selling them. Throughout it all,
you will choose a path that will lead inexorably to an ending that stems
naturally from your actions, facing adversaries who harness powers
beyond your comprehension, and who will ultimately force you to face
yourself and answer the question: What does one life matter?

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Media

Screenshot

Art

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Gameplay shot

Torment-Tides-of-Numenera-first-gameplay

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Well Planescape Torment is the pinnacle of writing in RPGs (hell... gaming in general). The game hasn't aged well but you can get it running on a modern PCs with some tweaks. Be warned though, if you plan on playing it, know that it's a fairly old game so be prepared to read a LOT of text. The combat is mediocre (and clunky) but you can actually talk your way out of most situations.

 

But the writing and the story are one of a kind and no other RPG has come close to it in that department.

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Torment: Tides of Numenera interview with Colin McComb and Patrick Rothfuss

 

 

Torment: Tides of Numenera is about 24 hours from being Kickstarted. To round out our previous chats with inXile’s Brian Fargo and Obsidian’s Chris Avellone about their roles on the project, we snagged a tag-team interview with two of the principle writers. Colin McComb is the creative lead on the project, having helped develop Planescape: Torment, and the Planescape campaign setting itself. Patrick Rothfuss is a New York Times best-selling author, known for the Kingkiller Chronicle novels (The Name of the Wind, The Wise Man’s Fear), making his game writing debut with Torment.

 

Source: PC Gamer.

 

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  • 8 months later...

Tides of Numenera to feature turn-based combat after getting fan feedback

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For Torment: Tides of Numenera the votes are in, and a decision about whether combat will be turn-based or 'real-time with pause' has been made.

 

Nearly 20 per cent of the 74,405 backers voted and the result, essentially, was a tie. Nevertheless, turn-based was marginally ahead and it's turn-based combat developer inXile has chosen for the game.

 

"We were leaning toward turn-based combat because we believe it's better suited for the kind of tactical complexity we're looking for through our Crisis system," wrote project lead Kevin Saunders.

 

"We believe it's a stronger fit for bringing narrative elements, including dialogue with NPCs, into hand-crafted combat situations. Ultimately, there are no losers here. This is all part of the process of making an RPG we are all passionate about and we think you'll like Torment's combat even if you voted for RTWP."

 

Why can't the game have both? "The solution may sound ideal," Saunders explained, "but it wouldn't really give anyone what they really want.

 

"Designing for both would dilute the quality of the encounters for one or both systems, and most likely require so much time and resources as to impact the rest of the game. In a deep RPG like ours, where combat isn't even the focus, trying to implement two combat systems would lead to an inferior game across the board."

 

Source: Eurogamer

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  • 1 month later...

Torment: Tides of Numenera to license Pillars of Eternity technology

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InXile Entertainment's upcoming Torment: Tides of Numenera is licensing technology from another prominent, in-development RPG—Obsidian's Pillars of Eternity. Both are reboots of classic RPG experiences we know from the past, but according to a new update from Torment project lead Kevin Saunders, the partnership should allow InXile designers to get a head start in some key areas.

 

"Torment’s code base will thus include the most relevant components of [Pillars of Eternity's] technology and Wasteland 2’s," writes Saunders. "We’re making enhancements to best suit Torment, and some systems will of course be completely new as Torment’s design is its own."

 

The licensing will offer the studio a "stronger starting point," in particular when it comes to creating 2D environments for the Kickstarter project, according to Saunders. Since we've seen a bit more of what Pillars of Eternity has planned for its environment art, I'd say this is a positive collaboration. Saunders also maintains the move should mean more manpower can be devoted to other areas of the game.

 

"Recall that 100% (and more) of the crowdfunded monies are allocated to development of Torment, so anything that saves effort means that we have more to spend elsewhere on Torment. This arrangement benefits both games and we continue to push Torment as far as we can in terms of quality."

 

Source: PCGamer

 

More @TORMENT DevBlog.

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  • 4 months later...

Torment: Tides of Numenera delayed to a release in late 2015


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In light of InXile's success with Wasteland 2, the release schedule of the Kickstarted Torment has shifted to 2015's end.

 

"During the last week of our Kickstarter, we had adjusted our target launch date to the first half of 2015," writes project lead Kevin Saunders in Torment's latest backer update. "And last December, in Update 27, I mentioned that timeline was still feasible, but that Torment’s schedule remained in flux until all became clear with Wasteland 2. Wasteland 2’s success in Early Access allowed us to spend more time improving it, which also meant we had more time in preproduction on Torment. We’ve had more time to prototype, improve tools, iterate on our processes, etc. before entering full production. This has been a great thing for everything... except for our release date."

 

According to Saunders, the team can now better predict the production schedule for when InXile move from Wasteland 2 to focus more heavily on Torment. "As you may have guessed, the first half of 2015 isn’t realistic anymore and we’re looking at the fourth quarter of 2015."

 

Source: PCGamer

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  • 3 months later...

No, it's only for the beta. As in, you have to have pre-ordered or backed the game already and then you can pay an additional $25 to get access to the beta right now.

 

edit - actually that offer might have ended. I can't see any mention of it on their site anymore.

 

edit 2 - I got confused. This offer was for Pillars of Eternity, not Torment. Sorry about that :(

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  • 10 months later...

Old news. But..

 

Kickstarter page shows Patrick ruthfuss, author of Kingkiller chronicles is working on the game. great addition to kickstarter goals :D

 

came here thinking some new gameplay video was released :nono:

oh well i am yet to start pillars and wasteland 2

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