- Joined
- May 29, 2010
- Messages
- 36,710
That's what Monty said.Has the thing with Fargo taking the budget and funneling it into Wasteland 3 been confirmed, by the way?
That's what Monty said.Has the thing with Fargo taking the budget and funneling it into Wasteland 3 been confirmed, by the way?
Is the game really THAT bad? Why? I haven't played it yet, should i get it?
Without the fast-paced visceral combat, you mean. Oh, and without AoD's writing.It's like AoD, but without the combat, C&C, interesting setting & difficulty.
And the endings were akin to the mass effect 3 endings.
What I got from the tide alignment, was that their shocked if you picked x ending and whatnot. The hubs endings did matter, but the ending was very anticlimactic. I dont want to spoil anything, but because the endings just relied on that one scene, is the reason why it reminded me of ME3.And the endings were akin to the mass effect 3 endings.
I don't see it. It had Fallout style "decisions that happened in previous hubs" plus your final decision, colored by your dominant tide if you survive.
Colin McComb has a personal Discord channel where he talks about Torment: Tides of Numenera with one of his fans:
bit.ly/ColinChat
The very very original plot? It was less focused and a lot more walking around. M'ra Jolios would have happened before the Bloom. Would have had two Valleys of Dead Heroes, a Great Library, a lighthouse (in which you fended off ultradimensional invaders via a Mere), a river expedition with steel spiders,, and more.
The very very original plot? It was less focused and a lot more walking around. M'ra Jolios would have happened before the Bloom. Would have had two Valleys of Dead Heroes, a Great Library, a lighthouse (in which you fended off ultradimensional invaders via a Mere), a river expedition with steel spiders,, and more.
It was bam, do a thing, bam, do another thing, bam, etc. Your motivation was always to go somewhere else, never explore, never get to know an area as with the city of Sigil in Planescape: Torment. "If we could make a 200-300-hour game it would be cool," Heine jokes. But they couldn't so it had to be trimmed.
I'd still be interested to know more about how it turned out such a trainwreck.
As mentioned earlier in the thread, Fargo took their budget and gave it to Wasteland 2, told them to deal with it, and Saunders refused to budge an inch on the original vision, resulting in Keenan doing the best he could to take what they had and make it finished in a time frame Fargo deemed acceptable.I'd still be interested to know more about how it turned out such a trainwreck. They had the budget. They had the people, at least some of whom have genuine talent (Ziets notably, and Morgan for the soundtrack). They even had MCA on board. They had a rough but functional engine and asset production pipeline. So what happened that it ended up this bloodied stump of a game with at best the wreckage of promising ideas here and there?
Yeah, trainwrecks are at least interesting, and worth further examination.Eh, I wouldn't call Numenara a trainwreck. It's kinda just... flat more than anything.