And we're going to bring on a lot more people-some of the Wasteland 2 team, or course, and other high-profile writers who can provide their own inimitable voice to the game. And, of course, it was Brian Fargo who originally saw the potential of Planescape: Torment at Interplay and who greenlit the project so that it could be made in the first place. Other contributors to Torment in this preproduction period have included Adam Heine (a scripter on PS:T) and Aaron Meyers (an artist on PS:T). You can hear his first piece in our Kickstarter launch video. We have the honor to work again with Mark Morgan, who composed PS:T’s music.
(That’s right – the quality of writing for Torment is so important that we have a professional editor on the team.) The two are also joined by their long-time partner Ray Vallese, who edited and wrote for the Planescape setting and who'll be editing Torment content. For Torment: Tides of Numenera, Colin is leading the creative vision in the setting that Monte has crafted. Colin was also a key designer on PS:T, where he worked closely with lead designer Chris Avellone. Colin McComb and Monte Cook were two of the three primary writers for TSR’s Planescape setting. Many key members who played a role in the Planescape setting and Planescape: Torment are involved in Torment: Tides of Numenera. If you were looking for team continuity, you've got it.
These pillars reach through all aspects of the game design, including characters and dialogue, the overarching story, gameplay systems and combat, and aesthetics. The best ending is the one you choose, flowing naturally from your actions throughout the game.
Most important, we won't tell you how to play. You can play the game with a different approach and discover entirely new pathways. The game emphasizes replayability and reactivity, and your choices will make a real difference. Reactivity, Choice, and Real Consequences. The story is thoughtful and character-driven-epic in feel but a deeply personal narrative, with nontraditional characters and companions who have their own motivations and desires that drive them throughout the game. In Numenera, however, "magic" is actually something surprisingly different.Ī Rich, Personal Narrative. The game has a fantastic, original setting, with awe-inspiring painterly visuals, imaginative locations, truly offbeat items, and massive feats of magic. Your words, choices, and actions will be your primary weapons.Ī World Unlike Any Other. The philosophical underpinnings of Torment drive the game, both mechanically and narratively. To do that, we examined PS:T carefully, and took these four pillars as our foundation:Ī Deep, Thematically Satisfying Story. We want Torment to challenge, reward, surprise, and entertain you in ways that PS:T did. We're crafting Torment with the goal of creating a gameplay experience like that evoked by Planescape: Torment (or PS:T). How Is Torment: Tides of Numenera Similar to Planescape: Torment?