![]() ![]() The story is on rails and while there may be some branches, it can end up feeling like most everyone has the same outcomes. ![]() To often, decisions in games feel meaningless. I really like that so much is left up to the choices of the player. Some players will want to break up the narrative with combat, while others want to stay focused on character interactions – both are viable paths. Players will still run across dangerous situations, but it will be up to them whether they want to engage in our turn-based combat or not. Every NPC should feel like a unique and surprising experience. Players will spend more time interacting with characters and making decisions than they do in many RPGs, so we made sure that our dialogues are entertaining, interesting, or just plain weird. But George Ziets, Area Design Lead, explains it’s always more about the narrative:įor Torment, we leaned more heavily in a narrative direction because we wanted to evoke the experience of the original Planescape: Torment. How much time is spent talking to NPCs vs exploring the world, how long you spend making story choices vs fighting enemies is a balancing act for any game. The influence of the original is even felt in decisions about pacing and choices. That said, fans of the original will still find some references and easter eggs to keep them happy, such as “O in the Fifth Eye, who also appears in the Smoldering Corpse in Sigil” or the reappearance of a certain bronze sphere. It is not a piece of nostalgia, but a new experience that is in the same vein as its inspiration. ![]() Are they going to be at a disadvantage as a result? The developers are aware that some people might play the game who never played Planescape: Torment, and they stressed that Torment: Tides of Numenera is built as a new game. While it is great for fans of Planescape: Torment, it can be a bit daunting to those who never got to play the original game. It’s no wonder, then, that the focus of Torment: Tides of Numenera is so closely tied to its story, characters and choices while being set in such a unique world. In case you are wondering what those four pillars are, wonder no more as they are: a deep, thematically satisfying story a world unlike any other a rich, personal narrative reactivity, choice and real consequences. I now have this hilarious mental image of all the new hires spending their training weeks on the job getting to know their colleagues and otherwise just playing Planescape. We are extraordinarily conscious of the respect our audience has for the original Torment, and we are trying very hard to make sure we’re worthy of being called a Torment game We required our team members to play the game. Early on, we identified four pillars of Planescape: Torment that we thought best exemplified the Torment experience. Since we’re a thematic successor to PST, we wanted to make sure that we were honoring its legacy appropriately. With a game that has such long-lasting cult appeal, it’s no wonder their project received such overwhelming support on Kickstarter, Planescape: Torment’s legacy is an important influence on the studio as explained by Colin McComb, Creative Lead: Quite a bit. It’s a game set in the world of Monte Cook’s tabletop RPG setting, Numenera, developed by inXile, although most people will understand it as a thematic successor to Planescape: Torment. Torment: Tides of Numenera was crowdfunded on Kickstarter, a resounding success of the use of the platform. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |