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Torment Kickstarter Update #4: Legacies and Cults

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Torment Kickstarter Update #4: Legacies and Cults

Game News - posted by Infinitron on Sat 9 March 2013, 14:53:28

Tags: inXile Entertainment; Kevin Saunders; Mark Morgan; Torment: Tides of Numenera

Another day, another Torment: Tides of Numenera Kickstarter update. As before, I'l go over the update's contents one-by-one.

First of all, if you haven't already noticed it on inXile's Youtube channel, the Mark Morgan theme from the game's pitch video is now available as a separate music video, which also displays a montage of Torment concept art. You might also be pleased to learn that inXile have made wallpaper-sized versions of some of Torment's concept art available on the game's website.

Second, rich nerd with too much time on his hands Steven Dengler has agreed to personally match 10% of the Kickstarter contributions from 2 million to 3 million dollars, continuing what Brian Fargo himself did for the contributions from 1 million to 2 million dollars. That means that if the Kickstarter funding reaches 3 million dollars, Steven and Brian together will be adding an additional 200,000 dollars on top of that.

The core of the update, however, is the new 3 million dollar stretch goal. Here's the description:

More Legacies, Deeper and Richer Reactivity

We’ve told you a little about the Tides and Legacies already – they are a key component of three of our four pillars, and at $3M we’ll be expanding their impact, especially with respect to our fourth pillar: “Reactivity, Choice, and Real Consequences.” In the upcoming days and weeks, we’ll be elaborating more on the design of the Tides and the Legacy System, but for now I’d like to explain a bit more about how these two concepts relate to each other.​

Given that Legacy is the primary theme of Torment, you can imagine that its effects will run deep. Your Legacy depends upon which of the five Tides you favor – as demonstrated through your actions and decisions within the game. At our target funding, we envisioned six Legacies: one for each Tide, and then a sixth for those who have no dominant Tide. Your Legacy (and the Tides) has a variety of impacts on both gameplay and on interactions in dialogue. For example, certain items will provide different abilities depending upon your Legacy, and your Legacy also affects what focus you master. Your Legacy might draw others to you, or make them wary of you. As your actions affect the Tides, you can choose to adopt a new Legacy and embrace your decisions or you can resist their pull – for a while, at least. Some NPCs and creatures will notice and react to the Tidal impact on your Legacy, with some reacting favorably and others... not so much.​

Six Legacies yields a lot of potential for reactivity and choices and consequences. But at this Stretch Goal, we take the system much further. Instead of depending only upon one Tide, your Legacy will be based upon your strongest TWO. This increases the number of Legacies to 11 (ten possible pairs, plus an eleventh for when no two reign supreme). By almost doubling the number of Legacies, we unlock many more options for gameplay and opportunities for the world and its people to respond to your choices. Your Legacy can change throughout the game, and doubling the number of Legacies doesn’t double the gameplay time. But it does have a tremendous impact on how reactive and replayable Torment will be. That makes this game a deeper, richer experience and provides you with a host more options to consider and explore as you seek your answer to Torment’s core question. Naturally, this also means that we’ll be creating even more cool, unique items and effects that respond specifically to the paths you’ve chosen.​


We love you all, but it is our responsibility to torment you; that’s why you’re here in the first place. When we reach this Stretch Goal, we will add Cults to bring a little nastiness to your life. Like factions (which we had planned at our initial funding level and will discuss more later), these groups have their own interests, loyalties, and goals. Unlike factions, cults are antagonistic, roving enemies who pick up and move as they will, as the winds blow them, or as rumors of powers, enemies, or wealth summon them. Are they all being manipulated by a shadowy enemy? They might be! They might be entirely disconnected!​

Should any of these cults discover who you really are, they'll seek you in accordance with their own principles. But perhaps if you are clever enough, you can discover how to manipulate them to your advantage... and you might need to, if they all descend upon you at once. They will use you as a pawn against the others, and your goals may occasionally align with theirs, with quests and opportunities potentially opening as you interact with them. Make no mistake: they are inexorably opposed to you and your ilk. But if you are persistent, sly, and creative, you might find a way to turn their strengths into yours.​

Companion #7

We’ll add another surprise companion, bringing the total to 7. You want blood? You’ve got it.​

Those cults kind of remind me of the Planescape setting's sects. Also, it's worth noting that with the addition of a seventh companion, T:ToN will match the original PS:T's companion roster in size. I wonder if they'll add more?

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