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Tags: Brian Fargo; Colin McComb; InXile Entertainment; Torment: Tides of Numenera
Since there's apparently not going to be a Torment: Tides of Numenera Kickstarter update today, I thought I'd take the opportunity to link to two recent Torment-related podcasts.
The first podcast is an hour-long interview with Colin McComb at the blog Transmissions from the Ninth World, which as you might have guessed, is dedicated to Numenera podcasts. It's an eclectic interview, in which Colin tells the entire story of his career, from his beginnings at TSR all the way up to the Kickstarter.
The most interesting part is Colin's description of the early beginnings of the Torment project. Apparently, Chris Avellone and superfan Steven Dengler spent months trying unsuccessfully to convince Wizards of the Coast to license the Planescape setting. And after Brian Fargo got involved, Colin and Adam Heine had actually considered rolling up their own setting for the game, before Monte Cook showed up on the scene with Numenera. Another interesting reveal from the interview is that the player character's Legacies will determine his focus and descriptor. The focus and descriptor may even change as the player character's Legacies shift over the course of the game.
The second podcast is an interview with Brian Fargo on the radio show Video Game Sophistry. It begins at around the 24:30 mark of that episode and lasts about 18 minutes. Alternatively, you can just listen to it on YouTube:
It's a general interview about the game and the Kickstarter campaign. One thing worth noting is that Brian emphasizes twice over the course of the interview that certain dialogues in Torment will be "like battles".
Since there's apparently not going to be a Torment: Tides of Numenera Kickstarter update today, I thought I'd take the opportunity to link to two recent Torment-related podcasts.
The first podcast is an hour-long interview with Colin McComb at the blog Transmissions from the Ninth World, which as you might have guessed, is dedicated to Numenera podcasts. It's an eclectic interview, in which Colin tells the entire story of his career, from his beginnings at TSR all the way up to the Kickstarter.
The most interesting part is Colin's description of the early beginnings of the Torment project. Apparently, Chris Avellone and superfan Steven Dengler spent months trying unsuccessfully to convince Wizards of the Coast to license the Planescape setting. And after Brian Fargo got involved, Colin and Adam Heine had actually considered rolling up their own setting for the game, before Monte Cook showed up on the scene with Numenera. Another interesting reveal from the interview is that the player character's Legacies will determine his focus and descriptor. The focus and descriptor may even change as the player character's Legacies shift over the course of the game.
The second podcast is an interview with Brian Fargo on the radio show Video Game Sophistry. It begins at around the 24:30 mark of that episode and lasts about 18 minutes. Alternatively, you can just listen to it on YouTube:
It's a general interview about the game and the Kickstarter campaign. One thing worth noting is that Brian emphasizes twice over the course of the interview that certain dialogues in Torment will be "like battles".