Torment Kickstarter Update #11: Nathan Long, Unified RPG Engine, Second City, and 2D Backgrounds!
Game News - posted by Infinitron
on Fri 29 March 2013, 17:54:52
Tags: inXile Entertainment
; Kevin Saunders
; Nathan Long
; Obsidian Entertainment
; Pillars of Eternity
; Torment: Tides of Numenera
Today's Torment: Tides of Numenera Kickstarter update
is the most exciting one in a while.
As usual, there's a new episode of the Torment video series. This one features writer Nathan Long, who is a pretty cool guy. He takes the various elements discussed in the previous episodes and puts them together to create an example of a typical Torment quest scenario.
For future videos, inXile have opened a Q&A section
in the official Torment forums. Colin McComb will answer the most popular questions posted.
In further news, the update announces that the Kickstarter has reached 57,000 backers, thereby unlocking the fifth Fathom of Castoff's Labyrinth. Here's the image of it, which you may have already seen:
In addition to that, inXile have added the option to unlock an additional bonus Fathom if 10000 people like Torment's Facebook page
The exciting part of the update, however, is the following three announcements, which I'll quote here:
Collaborating with Obsidian on Tech
As you know, we’ve been working on Wasteland 2 in Unity and will be implementing Torment in Unity as well. Meanwhile, about 20 minutes away, Obsidian Entertainment is creating Project Eternity
, also in Unity. Though there are major differences between our games, there are also similarities as all are RPGs built in the same engine. As many of you have suggested
, it only makes sense that we collaborate where we can.
We are happy to announce that we at inXile and the great guys over at Obsidian have reached an agreement to share tools and technology when it makes sense. This will allow both companies to be more cost-effective on these projects, allowing your pledges to go further in terms of creating art, content, gameplay, and game polish. Vive le classic RPG revolution!
Another Major City
You’ve already seen Sagus Cliffs, which will be a major hub in the game. As part of an upcoming Stretch Goal, we’ll be adding the Oasis of M’ra Jolios as another prominent city location. Here’s Andree Wallin’s concept, Dust and Water, of this complex and bizarre urban ecosystem (wallpaper versions will be available soon at our website
Some Words on Graphics
I’ve advertised that we’d say more about graphics this week. The most popular Stretch Goal request from you, our backers, is for 2D pre-rendered graphics, which would mean that Torment would have a fixed, isometric camera with 2D backgrounds.
[...] A famous recent example of this approach in practice is the screenshot released by Obsidian for Project Eternity
last fall. We agree with you that it would be the best way to realize our vision for Torment and have been investigating its feasibility throughout this Kickstarter campaign.
We’ve been carefully evaluating the costs and trade-offs, and it looks like a 2D pre-rendered graphics approach may be possible. We'll be showing you an example of what we intend, so you'll be able to see for yourselves why we're so excited about this approach. Being able to achieve this quality bar is only an option because of your great support – we are thrilled at the possibility that Torment could be as strong in its aesthetics as it will be in its storytelling and choices and consequences.
It's interesting that Torment and Project Eternity will end up sharing the same code, kind of like how the original PS:T used Baldur's Gate's code. And that second city will put Torment on par with Project Eternity (which also had a second city stretch goal) in terms of size and scope.
Hopefully this will bring on a surge of increased pledges. If you're not personally interested in any of the high tiers, might I suggest you do so via our fundraising campaign
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