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Torment Torment: Tides of Numenera Thread

Bleed the Man

Arcane
Patron
Joined
May 30, 2013
Messages
655
Location
Spain
Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Whenever I hear Troy Baker, I can only imagine Booker DeWitt.
NOT a great choice for fantasy as Bioshock is way more popular than PoE.
Troy Baker? Are you talking about the PoE2 fig video? That's Matthew Mercer, the guy that voiced Edér and Aloth in the first game (voicing Edér again in the video).
 

oneself

Arcane
Shitposter
Joined
May 14, 2010
Messages
9,507
Location
A minority-white, multicultural hellscape
Male character

abHjk0A.jpg


Are they fucking serious?

Finally I get to play as Irenaeus, the hue of a self-proclaimed white man.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Direct comparisions to PS:T are pointless. When I see people bitch about cut-content, shit combat, long-winded writing and rushed production, I have to wonder if they even played PS:T, because those complaints apply just as well to both games. It's just drive-by cheap shots that fail to capture what really went wrong with T:TON. For instance, PS:T cut content and rushed areas happened only by the last 1/4 of the game, and by that time you already think it's the best game ever, while T:TON cuts are visible within 1 hour of leaving the tutorial area.
 

hexer

Guest
Whenever I hear Troy Baker, I can only imagine Booker DeWitt.
NOT a great choice for fantasy as Bioshock is way more popular than PoE.
Troy Baker? Are you talking about the PoE2 fig video? That's Matthew Mercer, the guy that voiced Edér and Aloth in the first game (voicing Edér again in the video).

Daaaaaaaaamn, he sounds almost the same
 

oneself

Arcane
Shitposter
Joined
May 14, 2010
Messages
9,507
Location
A minority-white, multicultural hellscape
Ragequit.gr 6/10 (this one looks like it was written by a Codexer)

+ ΘΕΤΙΚΑ
  • Very rich world and setting, ripe for use in other games, preferrably not with "Torment" in their title or similar pretenders' claims.
  • A few, tragically too few moments in the Bloom, speak of the game that may have been, back in 2013.
- ΑΡΝΗΤΙΚΑ
  • This is not Torment by any stretch of the imagination. Just comparing itself to the 1999 masterpiece, is anathema.
  • Extremely poor audio-visual presentation, even by indie game standards. For a 4.5 million dollar Kickstarter, this is a disgrace.
  • In spite of its rich world and lore, it utterly fails to create an emotional connection with the player or make us care about anything going on in the Last Castoff's story.
  • RPG mechanisms, character development, inventory acquisition and management are at amateur levels.
  • Meres and their sad, sad implementation. It would have been preferable to save some face and not include them at all.
  • The bitter aftertaste in players' mouths, that this was merely a tech demo for selling the Numenera world to prospective publishers for future projects. There is no game here.
  • The silently cut stretch goals of the Kickstarter campaign. In light of the project's extremely poor quality, the argument of "We wanted to focus on polish" seems even weaker. High tier backers should be furious.

:bravo:


No fucking way this guy isn't a Codexer.
 

biggestboss

Liturgist
Joined
Feb 16, 2017
Messages
528
It isn't so much the cuts, but the fact that the pieces don't quite fit.

You just do random things. Everything is isolated and self-contained.
It would been so easy to fix this just by letting people go back to the previous towns. Ex: A quest that you get in Sagus Cliffs that is completed in the Bloom or the Valley, and then you go back to the NPC in Sagus to get the reward. It could just be a shitty fetch quest (like all the ones that are already in the game), but it would feel less like a theme park as people have accurately described it as.

I only got to the end of the Bloom by the time I uninstalled, but I don't remember seeing any narrative reason as to why you shouldn't be able to go back to previous areas.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,863
I follow Fargo on twitter and seeing him retweet every cocksucking halwit's praise for this makes me want to puke.
 

Terpsichore

Arcane
Joined
Aug 18, 2011
Messages
1,789
Location
why
I like how they kept the archaic garbage mechanics that nobody liked, such as having to play as the "mage" to get more/better dialogue options, companions disappearing with everything they used to carry (like liberating Erritis), etc.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
Or maybe, unlike what the Codex likes to believe, Sawyer had nothing to do with Avellone's departure and the two of them were never at war with each other.

Sawyer controlled everything. Avellone made two companions, but the only thing he tried to implement (a mental dungeon) was cut. He leaved Obsidian, criticized them many times, including giving passive agressive talks about the type of role that Sawyer had in PoE, and stopped following most of them (including Sawyer) on social media. You don’t need a conspiracy theory to conclude that he is one the main factors in Avellone’s departure.
 

fobia

Guest
Or maybe, unlike what the Codex likes to believe, Sawyer had nothing to do with Avellone's departure and the two of them were never at war with each other.

Sawyer controlled everything. Avellone made two companions, but the only thing he tried to implement (a mental dungeon) was cut. He leaved Obsidian, criticized them many times, including giving passive agressive talks about the type of role that Sawyer had in PoE, and stopped following most of them (including Sawyer) on social media. You don’t need a conspiracy theory to conclude that he is one the main factors in Avellone’s departure.

Besides that I'm fascinated by the level of emotional investment some people have with certain developers, wasn't it mentioned multiple times when this discussion is emerging, that nobody knows whether Avellone followed XYZ?
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
http://steamcommunity.com/games/272270/announcements/detail/630906986336404150


What Comes Next?

Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan at least one or two patches for the near future. These will be primarily focused on fixing some pesky bugs that a some of our players have encountered, as well as performance and stability optimizations. You can expect to see our first patch coming in the next couple of weeks.

But, we also want to address the longer term. Four years is an extended development timeline for an RPG, and it is a hallmark of our ambition for the game. Torment has the longest script we've ever produced at over 1.2 million words, and provides more nuanced reactivity and more complicated quests and stories than we have ever done before.
Despite that, there were some features we wanted to include in the game that we weren’t able to finish in time for release. Companions, in particular, were a production trade-off where we reduced the number slightly. Not only does a single companion take many months of work from writers, scripters, designers, and artists, but because we wanted companions to interact and react to the game world and conversations in a deep way. Their implementation needed to happen later in the development process, when quests and area design were mostly complete. As we were iterating on the companions, we felt the time was best spent building them out deeper as opposed to slamming in a few more on a surface level. These development decisions are never black and white, but we always approach it from a position of what we truly believe is best for the game.

But, there's a saying that no work of art is ever truly complete. We certainly know that many of you were looking forward to some of the things we couldn't squeeze into our release build, and it just didn't sit well with us leaving those behind. Now that we have had a time to see your feedback on the game, we also have a better sense of where we can focus our resources to improve.

To that end, we are pleased to announce that we will be working on additional content and updates for Torment post-release. These updates will include:

  • Oom ("The Toy" companion).
  • Voluminous Codex.
  • Crisis system improvements.

Our initial updates to the game will focused on bug fixes, optimizations, and other improvements, while the content additions will come later down the line. Both the patches and content updates will, of course, be completely free for all Torment owners. We will have more news on these in the coming weeks and months!

It's your incredible support that allows us to continue making the games we love. We can't stress to you enough how amazing a journey working on this new Torment game has been, and we are excited to see how we can continue to improve it even further.
 

fobia

Guest

I have fewer problems with that being a thing in the game, than with how badly it was written.
Like, if it was an actual problem while trying to find him, for purposes of profiling or whatever, perfectly fine.
The problem is that it's forced and doesn't evolve from playing the game.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
2185677FFA7434ED84C9AE46C6779E559AA0170E

Incline for Age of Decadence.

You can tell the Council that you created him, also you can wait very long for the Council to have time for you and the hole party gets demoralized
Finally someone notices the Clerk. :(
I actually really liked the clerk. No joke. He's actually well written, non-cringy, and would've fitted well into a Tormentesque game.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,710
Codex 2012 MCA
http://steamcommunity.com/games/272270/announcements/detail/630906986336404150


What Comes Next?

Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan at least one or two patches for the near future. These will be primarily focused on fixing some pesky bugs that a some of our players have encountered, as well as performance and stability optimizations. You can expect to see our first patch coming in the next couple of weeks.

But, we also want to address the longer term. Four years is an extended development timeline for an RPG, and it is a hallmark of our ambition for the game. Torment has the longest script we've ever produced at over 1.2 million words, and provides more nuanced reactivity and more complicated quests and stories than we have ever done before.
Despite that, there were some features we wanted to include in the game that we weren’t able to finish in time for release. Companions, in particular, were a production trade-off where we reduced the number slightly. Not only does a single companion take many months of work from writers, scripters, designers, and artists, but because we wanted companions to interact and react to the game world and conversations in a deep way. Their implementation needed to happen later in the development process, when quests and area design were mostly complete. As we were iterating on the companions, we felt the time was best spent building them out deeper as opposed to slamming in a few more on a surface level. These development decisions are never black and white, but we always approach it from a position of what we truly believe is best for the game.

But, there's a saying that no work of art is ever truly complete. We certainly know that many of you were looking forward to some of the things we couldn't squeeze into our release build, and it just didn't sit well with us leaving those behind. Now that we have had a time to see your feedback on the game, we also have a better sense of where we can focus our resources to improve.

To that end, we are pleased to announce that we will be working on additional content and updates for Torment post-release. These updates will include:

  • Oom ("The Toy" companion).
  • Voluminous Codex.
  • Crisis system improvements.

Our initial updates to the game will focused on bug fixes, optimizations, and other improvements, while the content additions will come later down the line. Both the patches and content updates will, of course, be completely free for all Torment owners. We will have more news on these in the coming weeks and months!

It's your incredible support that allows us to continue making the games we love. We can't stress to you enough how amazing a journey working on this new Torment game has been, and we are excited to see how we can continue to improve it even further.

I love the smell of desperation in the morning.
 

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