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Torment Torment: Tides of Numenera Beta Thread [GAME RELEASED, GO TO NEW THREAD]

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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Fairfax

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From the InXile forums: Publisher cuts delivery volume by 80% [CE + Standard Edition)

Me and many of my friends got an email today from GameStop and other Shops, that our preorder for Torment was canceled. You can read the reason in the subject of this thread.

This all is very sad, but even more sad is the fact, that there is no way to propperly support InXile.
I don't want to pay over 40$ more for digital stuff if i can get cheap keys on eBay, Kinguin and so on.
We want the good old retail boxed editions, but for now it seems impossible to get any of these.

Hopefully there will be other possibilites after the release to purchase the retail editions.

Techland adjusting expectations? :M
 

Fairfax

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What are these?
Torment_LegacyEdition.jpg

$65

Torment_ImmortalEdition.jpg

$90

Same ridiculous price as PoE's Royal Edition, with very similar items as well:

ss_587de774d636761232ab5f7fd8d4dd74f60fe71d.1920x1080.jpg
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The problem with these digital special edition is that the extra stuff means nothing, well... since it's all digital. Never understood the concept, boxed versions yes, but this. I guess people buy it though.
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
The problem with these digital special edition is that the extra stuff means nothing, well... since it's all digital. Never understood the concept, boxed versions yes, but this. I guess people buy it though.
Interestingly, the digital stuff is all I care about. I can put the soundtrack on my phone to show up randomly forever, wallpapers can go into my rotation, etc. I don't use strategy guides but I can see wanting that information. Physical stuff is just more clutter I don't have room for in my house, I cram it in a box on a shelf somewhere unless it's so special I have to make room for it - my walls already have stuff on them, I'm not going to tack up a cloth map for every new RPG I buy.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The problem with these digital special edition is that the extra stuff means nothing, well... since it's all digital. Never understood the concept, boxed versions yes, but this. I guess people buy it though.
Interestingly, the digital stuff is all I care about. I can put the soundtrack on my phone to show up randomly forever, wallpapers can go into my rotation, etc. I don't use strategy guides but I can see wanting that information. Physical stuff is just more clutter I don't have room for in my house, I cram it in a box on a shelf somewhere unless it's so special I have to make room for it - my walls already have stuff on them, I'm not going to tack up a cloth map for every new RPG I buy.

I see. I'm the other way around. I feel I have reached my maximum digitalization or what you wanna call it :) Prefer having something solid when I purchase something (games, books etc).
 

throwaway

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Used to be that one of GOGs advantages was how they'd bundle all this stuff with their releases vs getting a plain digital game from Steam etc :argh:
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


Missed this: https://www.inverse.com/article/27144-inxile-brian-fargo-torment-crpg-crowdfunding-in

'Torment: Tides of Numenera' Has More Words Than the Bible
inXile Entertainment CEO Brian Fargo talks crowdfunding, 'Torment,' and fans.

“For this type of game, you have to put your head in a different place,” inXile Entertainment CEO Brian Fargo told Inverse, of the company’s upcoming video game Torment: Tides of Numenera, the latest of its crowdfunded titles. “This is more words than the Bible; you’ve got to really put your head into it like you’re reading a great book.”

Kickstarter and other crowdfunding sites offer independent and established video game developers alike the opportunity to get their passion projects funded. This increasingly means developers no longer have to rely on just publisher support to get a game to the masses, which is increasingly difficult with the bottom line being a publisher’s immediate concern. Developers present their game to the public instead, living or dying based on how badly people want to play it before even having seen a finished product. A relatively uncommon practice, few companies succeed in crowdfunding a title once, let alone enough times to build a successful business model.

While most titles strike out, never even making it to a fully funded product, let alone a finished one, there are developers who’ve produced some truly exciting results for their backers — Harebrained Schemes with Shadowrun Returns and Obsidian Entertainment with Pillars of Eternity jump to mind — while slowly shifting what it means to be fans, developers, and investors. inXile Entertainment is one such developer who is not only experiencing repeated success, but seemingly building a business based solely on giving fans exactly what they want. Run by the former heads of Interplay Productions, Brian Fargo and Matthew Findley, the company’s recent games have sought to revisit past titles and genres, and reinvigorate them for the modern market.

Torment: Tides of Numenera comes on the heels of the success of Wasteland 2. The new game is a spiritual successor to the ‘90s hardcore CRPG Planescape: Torment. The company wanted to show that these styles of games can still have great success, and enlisted genre talent such as Fargo, Colin McComb, Monte Cook, Chris Avellone, and Brian Mitsoda to make it happen. During a special hands-on event in San Francisco, Fargo spoke about the future of crowdfunded games, being an independent developer, and what it’s like return to an old favorite.

“There’s always a lot of pressure, even though it’s a different dynamic,” the inXile CEO said about the process of working as an independent developer. “When you’re working for a publisher — which I’ve covered many times — you’re in this money struggle, whether they want you to go this way and force their will. Whereas the people funding it say ‘we trust you’ upfront, and it’s a different kind of pressure: We’re keeping an eye on you personally, and you better deliver this thing, which of course can hurt your reputation so the pressure is very high.”

The fans have a true voice on crowdfunded projects. Now that they are financed by their audience, Fargo elaborated, inXile’s entire perspective on development has changed with that dynamic.

“I remember when we were doing Wasteland 2, y’know it’s kinda funny, because gosh I’ve been in this business for 30 years, and [the backers] said, how do you know you’re gonna finish this game? What made it different in their minds was that I was using other people’s money. I’ve always compared this to running for political office, which is like they’re [the backers are] your constituents. All the pressure is there, but after we shipped Wasteland 2, the trust factor continued to go higher.”

Each of the four crowdfunded titles inXile Entertainment has produced so far has been a modernization of nostalgic PC games from the nineties. Many look to that time as the golden period for PC games — Half-Life, Starcraft, Baldur’s Gate, and Grim Fandango came out in one year alone — and there’s a general sense of rose-colored longing in several communities for those days to come back. Fargo went on to credit the fans for giving inXile the opportunity to produce their new titles without interference from publishers and financial stakeholders. Though publishers can provide a buffer between fans and developers, it also means they hold sway over the final product.

this-type-of-isometric-crpg-was-all-but-dead-before-crowdfunding.png

This type of isometric CRPG was all but dead before crowdfunding.

“The old Interplay days were great. We could make any kind of game we wanted to any way that we wanted to. And I wasn’t able to do that for almost a decade,” said Fargo about game development during the ‘90s. “It was very important, and only through crowdfunding was I able to do that again. I’ve been very fortunate that people gave me the shot to do it, and so thankfully we’re delivering. As far as Torment, it’s a little scary because it’s so revered. But gosh, I have so many of the original members of the game around me and available: Colin McComb, Chris Avellone, Monte Cook. This might be the only shot to actually make the game, and that’s why we went for it.”

Fargo noted that crowdfunding allowed them to experiment, “Creativity is not a straight line at all, so I think that people are starting to learn that there’s a process behind making a game that’s very difficult,” he said. “It’s fun to start a game, but it’s very difficult to finish it.”

Making Torment didn’t come without its struggles, most of which revolved around communicating with backers, which is ironic given the fact that they initially freed inXile from publisher interference.

torment-includes-an-area-called-the-bloom-which-is-well.png

'Torment' includes an area called the Bloom which is... well.

“In some ways, we’re educating each other, right? On one level, I think people have this idea that these games sort of just magically appear perfectly organized and in sync, and there aren’t all the problems that we run into as developers … there’s always drama behind the scenes,” Fargo said. After years of developers working in the traditional games publishing model, it’s common for regular folks to have no idea exactly what goes on during game development. Watching the sausage get made is vastly different from eating it. Despite the fact that inXile Entertainment is beholden not to one publisher, but hundreds of individual people, Fargo says that for the most part they’re pleased with the response they’ve gotten from their financier fans as well as critics.

The rapid success of Wasteland 2’s crowdfunding campaign surprised the studio; had the response for that Kickstarter campaign been unenthusiastic and tepid, then Torment likely would have never been picked as their next project. But the developer doubled down when they decided to spend all that hard-earned goodwill on another title that was such a drastic departure from the first. Planescape: Torment is a big departure from Wasteland 2 given that it’s a surreal, fantasy-based role-playing game rather than a post-apocalyptic military one.

“What the writers and artists liked about Planescape so much was the ‘otherworldliness’ of it all,” explained Fargo. “It didn’t really fit into anything. It was part horror, part fantasy, part sci-fi in ways, so they had the creative constraints completely removed from them, and writing was at the core of what made it so great. And that was our goal, those were the tenants and the things we knew were important. We also knew that we needed to have combat, conflict, and risk. But it’s not necessarily the core loop of gameplay, it’s all through the exploration, conversation, puzzle solving, and crafting the story your way. For us, we wanted to make sure we have all those and have it in a slightly different package. Which is what we’ve done here, without feeling like it’s derivative or a full-on sequel. I feel that this will be better received for its originality.”

whats-in-the-blue-glowing-box.png

What's in the blue, glowing box?

With the uptick in classic-style CRPG titles released in recent years, things are certainly looking up for the genre as well as more nostalgic jaunts through game worlds of the past in general. Going forward, Fargo still envisions crowdfunding to be a part of inXile Entertainment’s development strategy, but he recognizes that the landscape is changing.

“I think crowdfunding is changing because of the equity,” said Fargo. “I think it’s going to be a very interesting conversation when we ship a game, not only did you [the fan] like it, but you [the fan turned backer] made X percent return on your money and everyone made a profit. That really changes things, and it changes our ability to how much we want to do.”

“I like the interaction we have with the audience that comes with it. You’re able to vet a lot of things,” he continued, indicating that what fans are and are not interested in makes for valuable knowledge throughout the course of development. “I’d imagine if we did a crowdfunding campaign and nobody wanted it, well gosh, I guess I don’t want to spend millions of dollars making it. So with that reason, I’d like to still keep using it in the future.”

some-things-in-the-bloom-are-nice-some.png

Some things in the Bloom are nice. Some.

It’s clear that a whole lot of love and effort went into the creation of this game. But the team at inXile Entertainment aren’t resting on their laurels. With Bard’s Tale IV and Wasteland 3 up next, they’ve certainly got their work cut out for them, but Fargo is looking to the future more optimistic than ever. After positive feedback from the fans, and knowing they’ll be there at launch and beyond, inXile has as much trust in its fans as fans do in inXile.

“For me, I’ve always described this process as thinking back to the ‘90s where you make Fallout, ship it out, and keep your fingers crossed,” Fargo admits. “All we had was our QA department to give us feedback — it’s not as many people. They’re being paid to give us feedback, not that they weren’t being objective, but what the general public offered was a bit more harsh feedback after the game shipped. I couldn’t do anything about it. For this game, we put it out on early access months ago, and it’s leaps and bounds [from there]. When you see a large group of people reacting strongly to something, you have to listen to them.”
 

FeelTheRads

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Joined
Apr 18, 2008
Messages
13,716
From the InXile forums: Publisher cuts delivery volume by 80% [CE + Standard Edition)

Me and many of my friends got an email today from GameStop and other Shops, that our preorder for Torment was canceled. You can read the reason in the subject of this thread.

This all is very sad, but even more sad is the fact, that there is no way to propperly support InXile.
I don't want to pay over 40$ more for digital stuff if i can get cheap keys on eBay, Kinguin and so on.
We want the good old retail boxed editions, but for now it seems impossible to get any of these.

Hopefully there will be other possibilites after the release to purchase the retail editions.

Techland adjusting expectations? :M

lul Techland

Also so very sad there's no way to properly support inXile. :(
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
ENRAPTURED: http://www.godisageek.com/2017/02/torment-tides-of-numenera/

Torment: Tides of Numenera is rich with an enthralling story
Making waves.



As a veteran and long-time fan of CRPGs, I jumped into Torment: Tides of Numenera with both knees tucked up and expectations high, as is only natural for a spiritual successor to the much beloved game Planetscape: Torment.

After a brief free-fall and and attempt to land in the ocean, my character awoke inside a dream-like world of darkness, where shifting ground guides you from one area of interest to the next. Every section that this otherworldly floor takes you is a small glimpse of a past consciousness or dream wherein you will decide the narration. This builds your in-game persona–as you navigate the scenarios in whichever fashion you see fit, your character will begin to materialise based on your decisions. Like a Myers-Briggs Personality Type test with an interesting narrative and a bit of world-building thrown in. I was morphed into a Clever Nano, who regarded a situation from a safe distance before talking people down with no small amount of wit and guile.



Your character’s consciousness is new inside this body and much of the world will be unknown to you, but a ‘reflection’ will be on hand to give you much needed information. You inhabit the discarded body of the Changing God, who habitually transfers its consciousness from one host to the next. This left a blank space for a cast off to awaken it its place. Lurking within this mental construct where you converse nonchalantly with reflections is something more sinister, though. Something called ‘The Sorrow’ hunts you and your reflections, looking to render parts of you obsolete. The prime directive is to stop this entity from achieving its goal and put an end it all of it, so after fending it off for a little while longer, you leave the confines of your mind and venture out into the real world. Your mission: find the Resonance Chamber, reportedly built by your sire, and end The Sorrow’s hold over us.

The only wrinkle with this plan is that the free-falling you do at the very beginning of the game sees you crashing down into a building, breaking the roof and landing on a huge crystal at the centre of a ring of mechanical arms. One thought entered my mind: this is probably the Resonance Chamber. Bugger!

From the moment that I gained consciousness inside the Resonance Chamber where I met Callistege and Aligern, I was enraptured by the Numenera universe. The characters, the stories surrounding these people, the events of my sire’s past, and everything else in between coalesced into a giant ball of richness.

ss_0478c86350199576b781933b1fc2818a0598e18e.jpg


To say that Torment: Tides of Numenera was dripping in narrative and dialogue is a sore understatement. Conversations are more than simply what one character is saying to another. You’re fed information about the characters you talk to–nuances in the way they act, move and gesture subtly reveal their deeper personalities and personal characteristics.

Being a conversationalist who selected the Scan Thoughts trait, even more details are given to me throughout a conversation that tells me what the character is thinking. In my opinion, the dialogue in Torment is the most important part of the game–not only does it provide exposition and world building, but it also lets you dig into the situation at hand and work out a solution. This can be achieved in a number of ways: whether it’s by brandishing a sword or whispering a quiet word, there are different avenues to take to get things done.

Avoiding conflict and finding a resolution to situations via conversation is incredibly rewarding because it builds this feeling that you’re navigating a minefield and getting to the other side without loss of resource, or limb for that matter. Your Clever Nano’s abilities are by no means lacking and there is great fun to be found in combat–especially when you execute a perfect strategy and come out of it unscathed–but if you can get what you want through conversation, it suits even better.



Unlike the standard CRPGs combat mechanics we know, Tides of Numenera is character turn-based. Each character and enemy is given a turn order through a Crisis (combat), so the challenge is combining attacks and negative effects on enemies while maximising positive effects on your group. Each turn consists of a movement and an action, but you can sacrifice movement to activate an item or buff. Conversely, you can sacrifice an action for extra movement if you need to close (or widen) the gap between yourself and an enemy. This system shouldn’t feel too alien to regular players of the genre, but does add several layers on top of the convention.

Conversation is not just a means of progressing the story or avoiding conflict, because in Tides of Numenera, you can sometimes do this in combat to affect the flow and gain advantages. Groups can sometimes have a clear leader or key pillars that can cause the rest of the combatants to flee or become less of a threat. It’s a level of intricacy that we’ve seen hints of in the past, but Torment nails it.



Most surprisingly, death is also a valid tactic. Dying only takes you back inside your mental construct where you can regain composure and head back out into the world again, this time knowing what you’re up against and giving you a chance to tackle an enemy with different tactics.

To summarise, Torment: Tides of Numenera is so much deeper and has a great deal more to offer than can be said in a single preview of the game. It’s rich with an enthralling story, characters that have truly interesting–though not always obvious–personalities and motives, and a freedom to approach situations in a way that fits you. The game borders on a level of excellence that demands attention, something I will give it gladly.
 

prodigydancer

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Feb 16, 2015
Messages
1,399
Junmarko Lots of people pretend they've played PS:T when they actually haven't. It happens to all timeless classics. You see, it takes quite some courage to admit - in the face of rabid fanboys - that you've never played FO2, VtM:B or MotB. Hm... come think of it, I've never touched any of those. :lol:
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
:lol: :lol:

Once again, this is the kind of people games are made for these days. This is why you need on-screen walkthroughs.
 

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