Sounds like aVENGER is good at making decisions. Genuine to the man.
For now...
aVENGER how was the soundtrack remastered? Was Mark Morgan involved?
We had access to the original, uncompressed versions of the music tracks which were then used for the remastering process.
Mark Morgan wasn't involved directly.
It's a Beamdog thing.aVENGER Hey, just a minor gripe, not to undervalue you guys' effort over this and I guess this is likely business side of things. But I don't like that Beamdog doesn't specify original developer in store page.
It's same for other stores and Beamdog's previous releases.
Compare that to how Nightdive is doing for Turok 2 remaster:
And System Shock 2 re-release (which Nightdive gave much less effort on remastering compared to Turok games):
Yeah, many people who buy these releases probably know that who the original developers are, but I think omitting original studio's name is not a good way of respecting the legacy.
(Sorry if this was pointed out here, I just skimmed 10 pages of this thread.)
It's a Beamdog thing.
Which translated from PR talk to normal means you didn't want to spend money on this.Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and I felt that doing that would alter the feel of the original game too much.
Will he be credited at least?For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it.
You mean too much work that is.We obtained permission to use the Unfinished Business mod, but decided not to after some internal discussions.
INTERVIEW
Planescape: Torment Enhanced Edition Interview Q&A with Alex Tomovic
POSTED BY: PETER PARRISH MARCH 28, 2017
Beamdog’s latest Enhanced Edition has been revealed today as the acclaimed Planescape: Torment. To find out more about how the project was conceived, the involvement of original Lead Designer Chris Avellone, and the updated features present in the Enhanced Edition, I sent over some questions to Beamdog’s Project Lead, Alex Tomovic.
Here’s what he had to say about the joys and difficulties of getting Planescape: Torment ready for a 2017 re-release, and the emphatic desire to not change or add anything to the game’s celebrated story.
PC Invasion: How did this collaboration between Wizards of the Coast, Beamdog, and Chris Avellone first come about? Who made the first approach about an Enhanced Edition of Planescape: Torment?
Alex Tomovic: We are very thankful to Wizards of the Coast for allowing us to bring the timeless classic that is Planescape: Torment to modern devices and make it available to a wider audience. When Trent [Oster] and Cameron [Tofer] came to me with the idea for the Enhanced Edition, my very first thought was to contact Chris Avellone. As a huge fan of the original game, I felt very strongly that Chris needed to be involved right from the start. Fortunately, it all worked out and we are very happy to have Chris reprise his role as the Lead Designer for the Enhanced Edition.
PCI: Were there any rights or licensing issues to sort out in order to make this happen?
AT: Not really. Wizards of the Coast have been very supportive of our efforts.
PCI: The big, broad question: what’s new to the Enhanced Edition?
AT: The Enhanced Edition of Planescape: Torment features a native 4K user interface, remastered music, Steam achievements as well as a number of quality of life improvements such as quickloot, combat log, area zooming, journal searching and object highlighting. It runs flawlessly on modern devices and operating systems including the latest versions of Windows, macOS, Linux, iOS and Android.
PCI: When working with the older code, what was the most challenging new feature to implement?
AT: Planescape: Torment featured a number of unique spells with amazing visuals that were often linked to in-game cinematic sequences. Porting that spell system over to the new engine was definitively the most challenging part of the process and we are very satisfied with the end result.
PCI: Is there anything you wanted to include as a feature but were unable to do so?
AT: We didn’t have access to the source art for the original animated portraits and movies. Had that been the case, we would have loved to include higher resolution versions of both in the Enhanced Edition.
PCI: You were able to work with Chris Avellone on this release; do you recall any particular bugs or nagging gameplay issues that he was especially eager to fix after all this time?
AT: Chris requested to personally proofread all the text from the original game. This was something that he wanted to do for a long time and we were happy to oblige.
PCI: Was there any temptation, as you have done in the past with Enhanced Editions, to try to add new characters to Torment?
AT: None whatsoever. As the Project Lead of the Enhanced Edition, I felt that it would have been impossible to add new content to the game without changing its unique atmosphere and tone. I firmly believe that the story of Planescape: Torment stands strong on its own, which is why I focused the team’s efforts on making improvements to the technology behind the game, rather than making any changes to its content.
PCI: Regarding the remastered music – I know that with Grim Fandango, for example, DoubleFine had access to higher bitrate originals to use over the compressed in-game versions. Is that the case with Torment, or did you have to go in an ‘clean up’ older files? And was Mark Morgan involved at all?
AT: We had access to the original, uncompressed versions of the music tracks which were then used for the remastering process. Mark Morgan wasn’t involved directly, though we are very glad to have his music in our game at the best possible quality.
PCI: Of all the potential companions in the game, who is a ‘must-have’ for your own party?
AT: For me, that would be Dak’kon. Without spoiling anything, getting to *know* his story and seeing it unfold over the course of the game is an incredible experience. Not to mention that a multi-classed Fighter/Mage is very versatile in combat.
PCI: 2017 has turned out to be a pretty major year for the Torment name. Have you played any of inXile’s Tides of Numenera and, if so, what did you think?
AT: Sadly, I haven’t had a chance to play Tides of Numenera yet due to my busy schedule. I did back it via Kickstarter on day one and I intend to play through it when time permits.
PCI: With both Baldur’s Gate titles and now Torment in Enhanced Edition form, are they any other dream projects you’d like to see Beamdog to tackle next?
AT: Speaking purely for myself, I would love to work on something akin to the Gothic game series by Piranha Bytes.
Which translated from PR talk to normal means you didn't want to spend money on this.Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and I felt that doing that would alter the feel of the original game too much.
They could have contacted the original author of these portraits, so even if he didn't have the source files any more, fans would forgive slight changes if they were made by the same person.IDK can you imagine how much we would bitch if they redid the portraits?
(((Infinitron))) did that too, do you really want to follow his footsteps? DO YOU?Fucking added to my wishlist bitches.
Again with this PR talk...Altering those within the base game (without making it optional) didn't feel right to me.
IDK can you imagine how much we would bitch if they redid the portraits?
PlanescapeFallout. The holy fucking grail of RPG's.
These parasites did the same thing with the trailer.Yeah, many people who buy these releases probably know that who the original developers are, but I think omitting original studio's name is not a good way of respecting the legacy.
In addition [to the FAQ], here are some design decisions that we made (Alex Tomovic is the PST:EE Project Lead):
No new party members, quests, NPCs, areas or cinematic movies
No new writing by anyone except Chris Avellone. In case you're wondering, Chris wrote a couple of new journal entries, adjusted a few special ability (i.e. Morte's Skull Mob) textual descriptions and composed the text that is displayed on the new "Welcome Screen". He also designed the Steam Achievements (wrote the text and specified the icon appearance) and named the new main menu buttons (i.e. Options = Alter Senses)
No changes to existing writing except for a proofreading pass of the original game text by Chris Avellone (he asked to do this)
No kits/classes/races/spells/items from BG2 or IWD
No changes to the combat and general gameplay
No "Story Mode" or "Heart of Fury" difficulty settings
No multiplayer
Note that when we say "writing" we're referring to the text that the player can access within the gameworld i.e. by talking to NPCs, inspecting objects, spells, items and the journal. That doesn't include text that is accessed outside of the gameworld such as the technical descriptions which explain how new UI options like "Zoom Lock" or "Hardware Mouse Cursor" function. The descriptions of those options were written by the developers who worked on implementing them, not by Chris Avellone.
Soundtrack.
We had access to the original, uncompressed versions of the music tracks which were then used for the remastering process.
Mark Morgan wasn't involved directly.
Outlines and sprites.
And for people asking about the black outlines and blurry sprites, here's a pixel perfect 1080p screenshot with most of the EE options turned off.
[Image omitted]
That should be the closest to the original game + widescreen mod.
Portraits.
We didn't have access to the source art for the original animated portraits and movies.
Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and we felt that doing that would alter the feel of the original game too much.
Combat AI.
The combat and general gameplay of the original game were left unchanged for PST:EE.
Altering those within the base game (without making it optional) didn't feel right to us.
PST Fixpack.
For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it. During development, the fixpack has undergone a thorough review by the PST:EE team and Chris Avellone was consulted whenever there was uncertainty. As a result, all objective bugfixes have been integrated into PST:EE.
Note that some of the more subjective fixpack changes have been deliberately left out for PST:EE because they contradicted the original (Black Isle) developer intent. This is not Qwinn's fault, as he didn't have access to the original PST design documents (which we do) nor to the PST source code (which we also have) so he had no way of knowing. As an example, PST:EE leaves out the fixpack change that gave enemies the ability to run towards the player while engaged in combat. The original design documents and the source code both confirm that enemies were deliberately prevented from running in that situation.
Unfinished Business.
We obtained permission to use the Unfinished Business mod, but decided not to after some internal discussions.
If/when the mod is updated for PST:EE people will still be able to install it, if they are so inclined.
Alright Codex people, PST:EE is now live. There's a FAQ section on the Beamdog website which may answer some of your questions. In addition, here are some design decisions that I made as the PST:EE Project Lead:
- No new party members, quests, NPCs, areas or cinematic movies
- No new writing by anyone except Chris Avellone. In case you're wondering, Chris wrote a couple of new journal entries, adjusted a few special ability (i.e. Morte's Skull Mob) textual descriptions and composed the text that is displayed on the new "Welcome Screen". He also designed the Steam Achievements (wrote the text and specified the icon appearance) and named the new main menu buttons (i.e. Options = Alter Senses)
- No changes to existing writing except for a proofreading pass of the original game text by Chris Avellone (he asked to do this)
- No kits/classes/races/spells/items from BG2 or IWD
- No changes to the combat and general gameplay
- No "Story Mode" or "Heart of Fury" difficulty settings
- No multiplayer
Note that when I say "writing" I'm referring to the text that the player can access within the gameworld i.e. by talking to NPCs, inspecting objects, spells, items and the journal. That doesn't include text that is accessed outside of the gameworld such as the technical descriptions which explain how new UI options like "Zoom Lock" or "Hardware Mouse Cursor" function. The descriptions of those options were written by the developers who worked on implementing them, not by Chris.
aVENGER Hey, just a minor gripe, not to undervalue you guys' effort over this and I guess this is likely business side of things. But I don't like that Beamdog doesn't specify original developer in store page.