Ninja Destroyer
Arcane
Mark "sandals" Morgan and two soundtracks ?
And on the GREAT news front.... Mark Morgan has agreed to compose the soundtrack for our new game. Torment: Tides of Numenera.
Torment - Numenera' s TidesI don't like the alliteration in the title. Makes it sound stupid.
I've actually been wondering about the dearth of RPGs in the close-to-adventures, minimal combat style. Are RPG developers afraid of their games being labelled adventures? Pandering to combat junkies who'd probably prefer a tactical game with story (or at least an excuse to kill things)? Or is it just the easy way out?Note that I don't really want an "adventure game" in the classical sense. I just think that I'd rather have a non-combat oriented RPG for this type of game. You could still have stats and skills useful for conversations, solving puzzles, diplomacy and so on.
Case in point with this game. The fact that the issue of RTWP vs TB is even discussed in a topic about what is supposed to be a spiritual sequel to Planescape Torment is quite maddening.
Planescape Torment would've been miles better without the combat.
Since when do either adventure games or PS:T have QTEs?
I should clarify that I'm talking about games where most of the combat is done with wits and words, but little in the way of smacking things until they die. Very like my last play-through of PS:T in fact.I personally don't believe that "minimal combat"-style RPGs must necessarily equate to decline by their very nature, but this thread probably isn't the best place to discuss the merits and flaws of such games.
Nah. Torment really doesn't need turn-based combat. In fact, it barely needs combat.
To argue otherwise is to argue for something that isn't a spiritual successor to Torment.
I should clarify that I'm talking about games where most of the combat is done with wits and words, but little in the way of smacking things until they die. Very like my last play-through of PS:T in fact.
And after all, this thread is about a spiritual successor to a game where words could be the deadliest of weapons.
Oh, I never said it should be removed, just that it be minimised. Or, more precisely, that its importance be minimised. I completely agree that the option is necessary. I'd just like some games where it's the last resort rather than the first for dealing with opposition, where physical fights are what happens when you screw up. Or when you're just feeling belligerent of courseI should clarify that I'm talking about games where most of the combat is done with wits and words, but little in the way of smacking things until they die. Very like my last play-through of PS:T in fact.
And after all, this thread is about a spiritual successor to a game where words could be the deadliest of weapons.
Ah, but the option to smack things until they die was almost always available, wasn't it? That's a necessary and critical distinction. You can't simply remove combat entirely or tack it on as an afterthought, not without cheapening the experience.
The combat in PS:T would have been improved by a proper turn-based implementation of AD&D 2nd Edition's combat rules.
The combat in PS:T would have been improved by a proper turn-based implementation of AD&D 2nd Edition's combat rules.
No, the combat in PS:T would have been improved if good encounter design was a priority in the game's development, which it wasn't.
Turn-based doesn't magically make bad encounters good.
No, the combat in PS:T would have been improved if good encounter design was a priority in the game's development, which it wasn't.
Turn-based doesn't magically make bad encounters good.