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They should have cut Lando and Emo Aligern
Hi guys,
The companion roster has been slightly reduced from our initial plans. Throughout development on Torment, our philosophy has always emphasized depth and reactivity in our storyline and in our characters. We know you would not be satisfied with anything else. During development, we found that the more far reaching and reactive our companions were, the better they felt and the more justice it did to the original Planescape: Torment. This trade-off meant we were able to add more companion conversations, banter, voice-over, quests, and story endings. We did not want to leave some companions feeling shallow, with storylines that felt incomplete, or be forced to shove them into the late game.
That said, we certainly haven't shut the door on Torment’s development. We still have a lot of early work done on other companions and are open to continuing to work on the game. We can say that any DLCs or expansions that we put out will always be free to our backers of that game, so there is no need to worry about paying for any additional content in Torment.
Brother None said:Hey everyone. The Oasis is still represented in the game, and as some of you have pointed out, we've shown it several times before in screenshots and media.
You may have noticed we've been showing off the Bloom a lot lately, and that's no coincidence. Despite being one of the earliest locations we showed, the Bloom was originally intended to be smaller than it ended up being. Though we initially planned for the Oasis to be our second major story hub, over time our fascination with the Bloom's darker, more Tormenty feel, led to it being recast as the game's second major city hub instead. We felt creatively this was the right thing to do, and the change did not shorten the gameplay experience.
As a result, the Oasis ended up taking on a smaller role, but you will still be able to visit it during the game.
Uhhh. What is an "actual game area"?And fuck meres, they're not replacements for actual game areas.
So... they decided to cut the most interesting companion and leave only boring humans as party members?
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sea said:Thanks for the feedback!
One thing to keep in mind is we're still a relatively small team. Compared to other studios like Larian and Obsidian, we've got half or fewer people. We don't have a dedicated PR person or community manager.
Instead, the people who are working on the games directly are the ones you are actually speaking to and hearing from. This gives you guys a pretty direct line of communication to us. However, the flip-side of this openness is that during busy times, things start to get pretty crazy. Torment is headed towards release, and with Bard's Tale we're cranking away on showing you some really cool stuff. That means it's all hands on deck.
During times like these there are a hundred balls that we have to keep on juggling, and so if it seems like we're not quite as talkative as we are at some points, that's almost always why. Although I'd love to be able to say we have a master plan with our communications, or some very specific policy we're following to the letter, the answer is a bit less glamorous and comes down more to practical realities.
Everyone at inXile is a gamer too, and we fully understand the passions and appetite for info you guys have. We always try to do what we can to keep you informed, but I hope this gives some insight into why things can get a bit quiet sometimes.
Then why the hell do they have three projects going on at once? Possibly four.https://forums.inxile-entertainment.com/viewtopic.php?f=23&t=17038&p=179289#p179289
sea said:Thanks for the feedback!
One thing to keep in mind is we're still a relatively small team. Compared to other studios like Larian and Obsidian, we've got half or fewer people. We don't have a dedicated PR person or community manager.
Instead, the people who are working on the games directly are the ones you are actually speaking to and hearing from. This gives you guys a pretty direct line of communication to us. However, the flip-side of this openness is that during busy times, things start to get pretty crazy. Torment is headed towards release, and with Bard's Tale we're cranking away on showing you some really cool stuff. That means it's all hands on deck.
During times like these there are a hundred balls that we have to keep on juggling, and so if it seems like we're not quite as talkative as we are at some points, that's almost always why. Although I'd love to be able to say we have a master plan with our communications, or some very specific policy we're following to the letter, the answer is a bit less glamorous and comes down more to practical realities.
Everyone at inXile is a gamer too, and we fully understand the passions and appetite for info you guys have. We always try to do what we can to keep you informed, but I hope this gives some insight into why things can get a bit quiet sometimes.
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You're probably right, if only because the Bloom is Ziets' child which makes it automatically more interesting than anything else in the game, but that's beside the point.In re oasis -> Bloom
In the setting book, the oasis was one of the most disappointing areas. It was incoherent, poorly thought-out, and a painfully transparent allegory for current political events. I hated it.
The Bloom OTOH was head and shoulders above anything else in it, and has been the one area I have still held some hope for.
I.e. Kickstarter promises aside, if what they're saying is true and they really did make the Bloom that much bigger, deeper, and better by dumping most of the Oasis, then that counts asin my book.
Not being up-front about this is still a major dick move. If you don't want to commit to something, don't fucking make it a stretch goal, and if you accidentally did, let us know immediately if you decide to change it.
I doubt it. The new Bloom footage doesn't look like a major city at all, and their own estimates for the game's length have gone down. Fargo used to say 70-80, today Colin said 45-50. I think that's just a positive spin to the major cut.I.e. Kickstarter promises aside, if what they're saying is true and they really did make the Bloom that much bigger, deeper, and better by dumping most of the Oasis, then that counts asin my book.
Not to mention cutting a major city is not a decision they made recently, specially if the Bloom becoming bigger as a result is true. That was definitely decided long ago.Not being up-front about this is still a major dick move. If you don't want to commit to something, don't fucking make it a stretch goal, and if you accidentally did, let us know immediately if you decide to change it.
Hiding information is one thing. I'd prefer to believe that Brother None isn't outright lying to us a month before the game's release.