Zorba the Hutt
Arcane
- Joined
- Dec 14, 2012
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I saw Colin last night at the launch party, where he gave a lovely speech about the project
I saw Colin last night at the launch party, where he gave a lovely speech about the project
It is the fuel that drives Codex Drama!People jumping to conclusions based on absolutely nothing. Well I never.
I saw Colin last night at the launch party, where he gave a lovely speech about the project and talked about the many more he's looking forward to doing at inXile.
It simply boggles my mind to see someone trying to do a victory dance on Kevin Saunders leaving inXile, but so it goes.
Cosmic horror is a familiar canvas for many creatives. Even Gavin Jurgen-Fyhrie, a writer on the team (and coincidentally, the lead writer for Wasteland 3), joked about defaulting to the genre. Not many get it right. But Torment does.
Chris Keenan said: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 big production trade-off. 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.
(...)
As we were iterating on the companions, we felt the time was best spent building them out deeperas 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.As we addressed in a previous update, reducing their number was a necessary trade-off to hit the level of quality we wanted.
Question: if Planescape Torment would have an succesor but not in Planescape world (due to licence), what setting would be the most appropriate beside Numenera?
Brazil, 2017
Question: if Planescape Torment would have an succesor but not in Planescape world (due to licence), what setting would be the most appropriate beside Numenera?
Brazil, 2017
yes plz
We discuss the oddness that is Torment: Tides of Numenera
The spiritual successor to Planescape: Torment is out there
In each episode of Quality Control, a Polygon editor talks to a critic after they review a new game, movie or piece of gear and allows them to add a little bit of extra context and insight. Why did they feel the way they did? What do they wish they had been able to discuss in more depth in their review? Also: Did they play it wrong?
This week, freelance writer Carli Velocci joins guest host Charlie Hall to discuss her review of Torment: Tides of Numenera, which you can read here.
- Subscribe to the podcast (RSS)
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- Email: qualitycontrol at polygon dot com
- Music: “Goodwill” by The Custodian of Records
http://www.polygon.com/2017/3/14/14927952/torment-tides-of-numenera-podcast-review
We discuss the oddness that is Torment: Tides of Numenera
The spiritual successor to Planescape: Torment is out there
In each episode of Quality Control, a Polygon editor talks to a critic after they review a new game, movie or piece of gear and allows them to add a little bit of extra context and insight. Why did they feel the way they did? What do they wish they had been able to discuss in more depth in their review? Also: Did they play it wrong?
This week, freelance writer Carli Velocci joins guest host Charlie Hall to discuss her review of Torment: Tides of Numenera, which you can read here.
- Subscribe to the podcast (RSS)
- Subscribe on iTunes
- Email: qualitycontrol at polygon dot com
- Music: “Goodwill” by The Custodian of Records
18 min audio about TTON
So just like Erritis is a great hero as long as he strongly believes it, Fargo too can be a good CEO and rpg developer as long as he truly believes it?
The dude is HUGE, he did writing forWait, McComb is not at inXile anymore? Wasn't he in the pitch video of WL3 on Fig as the lead writer for the game or something like that?
Yeah he was there, but that Gavin guy is the lead writer now and George Ziets is the lead designer. Fargo promoting the heroes, dropping the zeros.
Infinitron I can provide one citation https://arstechnica.com/gaming/2017/01/torment-tides-of-numenera-preview/2/
Cosmic horror is a familiar canvas for many creatives. Even Gavin Jurgen-Fyhrie, a writer on the team (and coincidentally, the lead writer for Wasteland 3), joked about defaulting to the genre. Not many get it right. But Torment does.
Nathan Long was lead on Wasteland 2 and his lead status was preserved with Bard's Tale 4. Ergo, this guy was demoted.
What do you guys think about these portraits?
Because, after WL2 and PoE, my expectations have significantly diminished. I'm curious about this, so I'll beat it once. Low expectations help me appreciate parts more, like the 5th Eye Bar in Sagus.What do you guys think about these portraits?
All I can think is "why are you still playing this game?"
What do you guys think about these portraits?
I used SkyCid's male castoff and Aligern portraits, Lando from the earlier beta and an old russian master painting for Rhin.
This is actually a really good question. I'll be honest. I gave it a real shot. I really tried. But then I stopped, had to do more schoolwork, and.. I'm not feeling any pull whatsoever to go back. None. No itch to scratch. No push to continue or interest in learning about what's going on, or how the next situation is going to turn out, or what I can make of the characters. It's like after you've topped out in Skyrim and the novelty has worn off and you just sorta stop, never finishing the campaign because it's just not interesting anymore, except here there wasn't even any novelty and no point to it all, and whereas I probably sank hundreds of hours into Skyrim just doing popamole shit, here I couldn't even get enjoyment out of that, because it's not even good at being a bad game.What do you guys think about these portraits?
All I can think is "why are you still playing this game?"