




Rising (10+)
Notable (20+)
Popular (30+)
Promoted (Front Paged!)
People you followTaggedGeneral - Opinion/EditorialCommunity ReviewsOff-topicCommunity PodcastersBloggers Wanted ResponseLetters to Dtoids EditorsGet InvolvedGeneral BadassnessJoin a Live Stream EventListen to CommunitoidJoin a Playdate EventCompete in a Contest









"What does one life matter?"Twelve years ago, Black Isle Studios crafted a plane-hopping, tragic adventure set in the Planescape Dungeons & Dragons setting. With a nameless, amnesiac protagonist who had been both a hero and a villain, the developer explored the question, "What can change the nature of a man?" Planescape: Torment remains one of the most intriguing and metaphysical role-playing games, and fans -- of which there are many -- have been clamouring for some sort of sequel for about as long as the original has existed. Though Wizards of the Coast still hold on to the IP, clutching at it and refusing to let go, the themes and philosophies behind the game can not be held by any company. Thus, a thematic sequel, Torment: Tides of Numenera, is being developed by a team of Planescape: Torment and Dungeons & Dragons veterans at inXile. The project's Kickstarter begins today, and I had a wee blether with designers Colin McComb and Kevin Saunders about the crowd-funding route while I tried to ferret out more information about Torment from them.
Kevin and Colin are no strangers to Planescape: Torment, and both offer the new project years of experience. Colin, the creative lead, co-wrote and developed Planescape: Torment with Chris Avellone and spent five years working with TSR on the Planescape campaign setting which is where he met Monte Cook, the mind behind Numenera. Kevin, the project director, worked at Obsidian for more than five years alongside Chris Avellone, his first game at the studio being the fascinating, if unfinished, Star Wars: Knights of the Old Republic II. Notably he was also the lead designer on Neverwinter Nights 2: Mask of the Betrayer, an expansion that, in my opinion, was a vast improvement on the core game and probably the closest thing we've had to a Planescape:Torment sequel up until now. While the absence of Avellone may be felt by some fans, the team working on Torment, at least on paper, seems like the perfect group to be working on a spiritual successor to the Nameless One's traumatic journey, and includes members who worked on the art, writing, and even the music of the original game. Kevin described it as "serendipity," with Avellone as the "mastermind" setting up the project, despite not being a part of it. It was he who hooked up Colin and Brian Fargo, and last year he talked up a storm about wanting to see a new story with the themes laid out in the first game. But for all its connections with the twelve year-old classic, Torment sounds like it will be very much its own game and exists within a brand new setting, Numenera, devised by D&D veteran Monte Cook. I wondered how much freedom this gave the team when it came to making their own mark on this world. "We are actually working very, very closely with Monte on this ... he is very happy to work with us, and provides us with guidance and direction when we need it." Colin explained, "We have a lot of freedom."
Kevin noted that Numenera has been designed to give GMs a lot of flexibility, and that this makes the setting a good fit, as it offers them this freedom as game developers as well. Monte Cook actually has an official role on the project beyond just being the licensor -- he's also one of the developers. Torment has been described as a thematic franchise rather than one that's stuck in any one setting, and in Torment, inXile wants to expand on the questions and themes raised in its predecessor. If Planescape was meant to answer "What can change the nature of a man?", Torment answers "What does one life matter?" It's up the players to seek the answer themselves, however. The question ties into the rest of Torment's themes: abandonment, mystery, all lying at the heart of the game. While the scope is vast and metaphysical, Kevin emphasized that it's still a focused game. "It's a very introspective, personal journey that we're talking about. It's going to be really epic in feel, much like [Planescape] was, but when you get down into it, what [Planescape] really was was a very personal story about a guy trying to discover who he actually is." Set one billion years in the future, Torment shows us an Earth utterly changed and alien. Countless civilizations have risen and fallen, and humanity has now returned to an almost medieval level of technology and understanding. Magic played a large role in Planescape: Torment, and will do so again, but it's not divine or arcane magic -- this time the driving force behind it is long forgotten science. "Any sufficiently advanced technology is indistinguishable from magic." -- Clarke's Third Law Colin expanded on this. "Magic is basically just science that we don't understand yet. In this case it's one billion years of scientific advancement. Think about all the cool things that are happening with science now, I mean they just invented cranium rats (terrible pests from Planescape: Torment that, when grouped together, increased in intelligence and even cast spells)."
According to Kevin, inXile is emphasizing the mystery of science, thus things will feel more like magic, more fantastical, even if their basis is in science. "For people looking for a fantasy game, that is what it will feel like to them." Monte Cook describes the setting of Numenera as being like 1000 AD, where you have a lot of ostensibly simple clusters of villages and lead a subsistence lifestyle, but are surrounded by the remains of ancient civilizations, their ruins, and the remnants of their technology. The basic plot has already been worked out, and right now perfecting the narrative is the focus since, as Kevin stated, "it drives everything else." With that in mind, I picked their brains about the premise, not really expecting them to reveal much this early on. I was delighted to be wrong. Colin revealed the tale of the "Last Cast-off": "There is a man who didn't want to die. His motivations had been lost over the centuries, but at some point he discovered some ancient tools that allowed him to cast his consciousness into a new body, and he has used these tools to cast himself across a succession of bodies over the course of centuries, if not thousands of years. "What he doesn't realize is that every time he leaves a body, it awakens with a new consciousness. And so he has left behind all of these cast off shells, and they are awake and alive, and they realize 'Oh my god, I've been abandoned by my father. What's my place in the world? What am I doing here?' And it turns out that they attract suffering. Eventually there is so much of this suffering that has been created by these shells, that an age-old guardian has been awakened and is now hunting [their] sire." It's certainly a premise I couldn't have imagined, and it definitely has hints of Planescape: Torment about it, namely the refusal to die. Players will control the last of these living shells, and the first thing that they see as they are thrust into existence is the aforementioned guardian hunting their sire, and then they plummet to the Ninth World, taking over the cast off body. It sets up the story of self-discovery perfectly, and it's undoubtedly something of a tragedy, much like its predecessor. Numenera doesn't have the plethora of classes other role-playing games may boast, instead using a focus to allow players to customize and define their characters. Torment will be doing the same, though there may be additional foci created by inXile in conjunction with Monte Cook. These foci are essentially super-abilities that can be used by any of the three classes, the Glaive, Nano, or Jack (ostensibly the trinity of warrior, mage, and rogue).
Colin revealed some of the potential focus abilities that player could select. "You can speak with the dead, you can ride the lightning, you can control animals, you can master a weapon to an almost supernatural extent." Having such disparate abilities makes me think that this will be a title that will demand to be played multiple times. There is a synchronicity between the foci and the unique tide system, Torment's answer to the unyielding alignment system in Dungeons & Dragons. "Somehow, your character has been constructed in a way that manipulates these invisible forces," Colin explained, "so the choices that you make will reflect your tides, and they change throughout the game and will have a visible effect on you and people will react to you based on the choices that you made." Instead of their being good, or evil, or having deities and external judgements, these tides are families of concepts that help to define the player character. They are named after colors rather than literal ideals, though there are ways of thinking, emotions, and concepts that are attached to these color-coded tides. One example was the blue tide, which in part represents things like reason. Not only will actions align players more to that tide and have an effect on the people who interact with the protagonist, it also relates to certain foci that require a more logical mind and greater wisdom. Five tides exist in the Ninth World. While Torment appears to have been set up with plenty of conflict, it is still primarily a narrative-driven experience. However, that does not mean inXile isn't making an effort on the combat side of things. Mechanics are still not being revealed, as the developer wants to get backers involved in deciding these things, but a more robust system is being promised. Although combat will be featured, a lot, if not all encounters will be avoidable, according to Kevin, and the battles will have a narrative purpose. "We want it tied into the narrative, so there will be aspects of the storyline that will have gameplay effects in combat, and we want it to be important from a strategic perspective, we want to concentrate on quality of combat encounters over quantity -- this won't be an action-RPG."
The weakest part of Planescape: Torment was its combat, as I see it, and the dungeon romp side of things was a lot less compelling due to this. It was the story and dialogue that hooked me, but the Planes were filled with violence, so it was a shame that getting stuck into a good scrap was a bit boring. That inXile is already asking for funding via Kickstarter while its previous Kickstarter project, Wasteland 2, is still in development has worried some people. I'm a fan of the concept of crowd-funding, but I still see it as somewhat unreliable and untested, so I don't tend to dip my toes into those murky waters. Kevin believes, however, that there isn't a better time to start the Torment Kickstarter. "For a small developer, having multiple projects is very important. During different stages of production or game development, you need different people and a different-sized team. Right now, being in pre-production for Torment, we are able to have the design all established and the writing complete by the time Wasteland 2 ships in October. Then the production team can take a well-deserved break, and come back and they know what they are making. "If we were to wait until later, either those people are idle or not being used as efficiently ... or the design of the game gets off track because it's being worked on by people who have less of an understanding of what the game is." By starting their Kickstarter campaign now, they are able to keep working on the game's foundations so that come October, things will be able to go into full production.
InXile is aware that it is asking backers to take a gamble, but that's also why the studio released the first gameplay videos of Wasteland 2 -- to show backers and potential consumers what they've been working on. According to Kevin, the response from backers was overwhelmingly positive, which has given them the confidence to go ahead with Torment, feeling that they've shown people they can live up to their promises. It's also worth noting that, as they don't know how well the Kickstarter is going to go, if they do get more funding than they ask for, that will mean they can be more ambitious and add more features, as well as hiring even more writers while improving the visual aspects of the game. These are things they need to know sooner rather than later, and by October it might be too late to make these additions. With one game already successfully funded, the setting of Numenera also funded via Kickstarter, and now their latest project, inXile are very much fans of the funding platform and crowd-funding in general. As Kevin said to me, it makes them closer to their players. "We love how Kickstarter makes us accountable to the players and creates this relationship of trust... so moving forward, at this time, Kickstarter will be a part of what we want to do with our products. It also gives the early backers ... in exchange for their faith in us they get a lower price point for the product and they help us shape it." Obviously there are some restrictions when choosing the crowd-funding method, most notably the much smaller budget. The $3 million that Wasteland 2 secured may seem like a lot, but it's nothing when compared to the gross, bloated budgets normally found in, say, AAA titles. Due to the budget and the schedule, Torment will not be fully voice acted. It will, however, have voice acting for major NPCs and companions. These sorts of concessions make sense when working with less funding, and personally I'm happy that inXile is using its time to perfect the writing and mechanics rather than spending time recording hundreds of hours of dialogue. The Torment Kickstarter began today at 6:00am, and at the time of writing this it has already reached $400,000 of its $900,000 goal; so I imagine it will be fully funded by the end of the day, certainly by the weekend. It's going to be released on PC and Mac, as well as possibly Linux. Tags:#Destructoid Originals#Interview#inXile Entertainment#Kickstarter#Linux#Mac#PC#Role-Playing Games Did you know? You can now get daily or weekly email notifications when humans reply to your comments.
11:40 PM on 06.18.2013 Here's The DTOID Show E3 Wrap-up!Hey everybody! We're back from E3, and boy are our arms tired. From playing video games, but also from making cartoonish flapping motions. We ran down what came out of Microsoft, Sony, and Nintendo's respective press conferences, as well as our personal favorites, and then listed off the Destructoid Best Of E3 winners. Now, we take naps.
1:00 PM on 06.18.2013 Destructoid's Best of E3 2013 winners!Titanfall already took home our Game of the Show award for E3 2013. So what about the rest of the categories and games? Well after some much needed rest and relaxation we've decided the rest of the winners for all our categor...
7:30 PM on 06.17.2013 What most excited you during E3 2013? - The QuestionThis has been a fairly thrilling Electronic Entertainment Expo in a lot of ways. Hard not to be when two out of the three major console competitors are showing off brand new hardware and all the new games which come along with that. But what was the most exciting aspect of this year's E3? Watch the video to hear what we think and answer The Question for yourself in the comments below.
2:00 PM on 06.17.2013 Tiny Barbarian DX is a retro soundtrack that you must ownOur top pick for this month's issue of Note Worthy is the NES-flavored soundtrack for Tiny Barbarian DX, composed by Jeff Ball. There's a variety of styles presented, but all of it is super catchy and melodic, and fans of ret...
7:00 PM on 06.16.2013 I ran around and then died at E3This was a historic year at E3. The 8th gen console wars have officially started, independent developers are infecting Sony like a disease that makes you feel awesome, the Xbone caught more heat than a Alabama volcano in the...
4:45 PM on 06.14.2013 Tower of Guns? More like Tower of Funs!I really like rogue-likes. There's something about their uncaring difficulty that appeals to the "HxC" gamer in me. With this in mind I got super-excited to check out Tower of Guns. The game's creator Joe Mirabello described...
3:30 PM on 06.14.2013 Friday Night Fights: Come learn how to play EVE Online!Tonight, on a very special episode of Dtoid's Friday Night Fights, Destructoid PC contributor Josh Derocher will teach you how to play EVE Online! Whether you're completely new to the game and looking for tips or an old hand ...
5:00 PM on 06.13.2013 Destructoid's Best of E3 2013 nominationsE3 is HUGE this year. There's a ton of buzz around next-gen games, plus consoles like the Xbox One and PlayStation 4. Of course, there's still a ton of solid current-gen games on offer at the show this year. We nom...
8:30 AM on 06.13.2013 Used games and 'AAA' games are incompatible? Good!Game developer Cliff Bleszinski has never been a fan of the used game market, and he's made his feelings on the Xbox One and PS4 policies quite clear -- he supports Microsoft's decision to "redefine" the concept of videogame ...
6:15 PM on 06.12.2013 Touchin' butts and taking names in Glow TagYou know what's awesome? Wild-west style duels. You know what else is awesome? Touching butts. Fortunately for you, dear reader, Papa Spencer is here to deliver. I ran into Stephen Morris at Indiecade at E3 this year and I'm...
| timeline following: |
| 7:00 AM on 04.05.2013 Torment: Tides of Numenera OST sample just for you |

Maybe you've been following the slew of information being released by inXile Entertainment about their recently-funded title, Torment: Tides of Numenera. While the release date is quite some time off, we've got something...more
| 11:45 AM on 04.03.2013 It's official: Chris Avellone joins the Torment team |

Earlier today, the Torment: Tides of Numenera Kickstarter hit another stretch goal. In combination with the project's PayPal total of $67,000, the title has gained funding of over $3.5 million, so Chris Avellone will no...more
| 10:00 PM on 04.02.2013 First video glimpse of Torment: Tides of Numenara |

Just the other day we saw our first screenshot of Torment: Tides of Numenara, the spiritual successor to Planescape: Torment, and now we have a quick gameplay video. While this doesn't show a whole lot, it gives us...more
| 6:00 PM on 04.02.2013 Chris Avellone on Torment and being a human stretch goal |

Just before he left to go on a likely well-deserved holiday, I had the opportunity to pester Obsidian's Chris Avellone about his role in inXile's upcoming RPG, Torment: Tides of Numenera. Chris is a veteran of RPGs, par...more
| 3:45 PM on 04.01.2013 Tides of Numenera's first screenshot shows off the Bloom |

If the first screenshot for Torment: Tides of Numenera is anything to go by, inXile's kickstarted RPG is going have some rather exotic locales -- grotesque and exotic. This in-game screenshot shows off the Bloom, and it sound...more
| 4:30 PM on 03.22.2013 Chris Avellone becomes a Torment stretch goal |

What would make Torment: Tides of Numenera, which recently smashed its Kickstarter goal in seven hours, a more scintillating prospect? How about the lead designer of its thematic predecessor, Planescape: Torment, th...more
| 8:00 PM on 03.06.2013 Torment: Tides of Numenera: A billion years in the making |

With the ridiculously speedy success of inXile's Kickstarter for Torment: Tides of Numenera, it's only a matter of time until we'll be diving into the role of the Last Cast-off, the title's protagonist. I got up to speed on w...more
| 2:45 PM on 03.06.2013 Torment reaches its Kickstarter goal in less than a day |

InXile's newest roleplaying game and spiritual successor to Planescape: Torment, Torment: Tides of Numenera, has been seeking funding on Kickstarter for well under a day. After three hours, it had already secured half of...more
| 8:30 AM on 03.04.2013 Torment: Tides of Numenera Kickstarter begins March 6 |

Torment: Tides of Numenera, the spiritual successor to the phenomenal Planescape: Torment, was revealed to be taking the crowd-funding route some time ago, and now inXile are finally about to st...more
| 11:30 AM on 06.18.2013 I don't want to forget about Ys: Memories of Celceta |
XSEED Games may have single-handedly championed the Sony Vita at this year's E3. Not one, but three offerings are slated from the niche publishing localization house. Japanese RPGs like Valhalla Knights 3 and Ragna...more
| 10:00 AM on 06.18.2013 Dark Souls II still influenced by King's Field series |
While it's no surprise that the King's Field franchise has heavily influenced Demon's Souls and Dark Souls, as these are considered the spiritual successors to the King's Field, it turns out that the former was one of directo...more
| 2:30 PM on 06.17.2013 DLC for The Witcher 3: Wild Hunt on PC will be free |
As a development studio, CD Projekt RED is easy to look up to. That general sentiment continues following an interview with Rock, Paper, Shotgun discussing DRM and downloadable content for The Witcher 3: Wild Hunt on PC and c...more


surf dtoid with 