Torment: Tides of Numenera will be a single-player role-playing game, distributed DRM-free for Windows (PC), Mac, and Linux. It will be available in English, French, German, Italian, Polish, Russian, and Spanish. Torment will continue the thematic legacy of the critically acclaimed Planescape: Torment™ by having to face complex and nuanced morality decisions, carefully contemplating deep and reactive choices with consequences that echo throughout the game all the while immersed into a new and strange vision taken from by renowned designer and writer Monte Cook's new tabletop role-playing game, Numenera™.
In Torment: Tides of Numenera, players will have to decide for themselves the answer to the eternal question, what does one life matter? Numenera's Ninth World is a fantastic vision of a world in which massive civilizations continue to rise and fall with only cities, monuments, and artifacts left behind to serve as reminders of their past existence. These reminders have become part of the accumulated detritus of eons and now this assortment of ancient power, called the numenera, is there for the taking. One of these humans has discovered a way to harness 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.
InBlack wrote on Mar 7, 2013, 07:06:
Im looking forward more to Project Eternity than this game. Somehow a Torment game without the Planescape setting just makes no sense to me...
Optional Nickname! wrote on Mar 7, 2013, 18:26:
One possible action is to negotiate with Hasbro,
another is to use Planescape without Hasbro.
There are other alternatives which I'm sure you can intuit easily.
Dev wrote on Mar 7, 2013, 15:38:Optional Nickname! wrote on Mar 7, 2013, 12:22:What kinda action were you imagining? Waiting 100 years?
To lose the fertile and vivid mental playground of Placescape is disappointing at the very least and action should be taken to be able to secure that IP away from those who don't wish to share it.
Optional Nickname! wrote on Mar 7, 2013, 12:22:What kinda action were you imagining? Waiting 100 years?
To lose the fertile and vivid mental playground of Placescape is disappointing at the very least and action should be taken to be able to secure that IP away from those who don't wish to share it.
InBlack wrote on Mar 7, 2013, 07:06:
Im looking forward more to Project Eternity than this game. Somehow a Torment game without the Planescape setting just makes no sense to me...
D4rkKnight wrote on Mar 7, 2013, 03:04:
Voice acting every line of dialogue gets you Skyrim - an action rpg. When you pay for every spoken word you cut down the content to a bare minimum. Thank god for text-based RPG's.
wtf_man wrote on Mar 7, 2013, 09:11:Mr. Tact wrote on Mar 7, 2013, 08:15:
Ha! They put in stretch goals up to $2M, but they are already at $1.7M with 29 days to go...
Yeah... close to double their pledge goal in the first 24 hours. Pretty Amazing.
Mr. Tact wrote on Mar 7, 2013, 08:15:
Ha! They put in stretch goals up to $2M, but they are already at $1.7M with 29 days to go...
Kajetan wrote on Mar 7, 2013, 06:57:Oh I know and I agree. And there's other factors too, like marketing sometimes taking as much money as the game itself.Dev wrote on Mar 7, 2013, 06:10:No middle management. No bloated structures where the descision on, for example, how to make doors open in the game requires half a dozen meetings and waiting 'till the descision process wanders up the chain of command and down again while several dozen artists and programmers sit idle, not being able do anything, only producing expenses while they are waiting.
I'm actually impressed that it will only take $2 million to do all the stuff that's planned so far.
Compare this to Project Eternity, where the main programmer just implemented this feature in a few hours, because he can make such detail descisions for himself.
THAT is the reason why majors are no longer able to produce games on a moderate budget. And comparing the visuals and production value of a game like THE WITCHER 2 with DA2 or Skyrim and realising that TW2 had a budget of only 10-15 mio. dollars ...
netnerd85 wrote on Mar 7, 2013, 06:27:Yes I did make a number of them. But then you didn't have much in the way of detail there . Feel free to elucidate your thoughts, and if I was wrong, I'll apologize.
@Dev come up for air once in a while
Not going to bother with a "real" reply since you have made so many assumptions. Hope you enjoy your well thought out story, as long as you enjoy.
netnerd85 wrote on Mar 7, 2013, 11:56:Given your comment in the other torment thread, and lack of further response here, pretty sure I didn't misinterpret.
lol, "rewarding"... hook line and sinker for you then ey
Incentive for the rat to do as master demands.
Dev wrote on Mar 7, 2013, 06:10:No middle management. No bloated structures where the descision on, for example, how to make doors open in the game requires half a dozen meetings and waiting 'till the descision process wanders up the chain of command and down again while several dozen artists and programmers sit idle, not being able do anything, only producing expenses while they are waiting.
I'm actually impressed that it will only take $2 million to do all the stuff that's planned so far.
netnerd85 wrote on Mar 7, 2013, 05:43:Doing a deeper story takes resources like time and *gasp* money. Did you even bother to look at the stretch goals in the latest update?
I don't get it, it's like the other extreme.
"Give us money money money and you get 'deeper story'"
[1.2 Million]ZOMG, wait wait, having to do double the main character modeling and animations and writing a bunch of extra dialog... isn't that like automatically done by tools nowadays? Isn't that just free? And instantly rendered?
[...]
we have already passed what would have been our first Stretch Goal and are excited to announce that, though you will play Torment as a specific character, we will provide you with the choice to choose your character’s gender when you begin a playthrough.
Besides the obvious impacts of PC gender (e.g., character model, animations, increased localization work for languages for which gender matters, etc.), there will be appropriate reactivity from NPCs in the game world. This doesn’t mean that the overarching story will depend on your gender, but the level of reactivity will be significant and noticeable.
$1.5 Million: Richer Story – Writer Mur Lafferty and Designer Tony Evans join the Writing Team, plus a Bonus Novella)ZOMG it takes money to hire writers? Since when?
$2.0 Million: Monte Writes, Mark Composes, and Goo OozesWait, I thought things like live orchestras and hiring original planescape composer was free?
We will continue to increase Torment’s story depth and reactivity as Monte Cook also joins our writing team, contributing directly to in-game content.
[...]
At this Stretch Goal, Mark Morgan will write more music for Torment to complement the additional game areas and content we will be adding. Furthermore, he will incorporate a live orchestra into his work.
[...]
Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires.
D4rkKnight wrote on Mar 7, 2013, 03:04:
When you pay for every spoken word you cut down the content to a bare minimum.