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Torment: Tides of Numenera


Miner Willy
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And it's closed at $4,188,927 with 74.405 backers - not counting Paypal backers (the inclusion of which, they confirmed shortly before the close, brought the total to over 4.25 million - voluminous codex for Mr. Gerbik)!

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And it's closed at $4,188,927 with 74.405 backers - not counting Paypal backers (the inclusion of which, they confirmed shortly before the close, brought the total to over 4.25 million - voluminous codex for Mr. Gerbik!

woohooposter.jpg

Excellent! No stronghold (which would be silly) but even more lore and descriptions from what we know is a collection of damn good writers is good news for everyone who likes quality RPGs though, not just me :) As Miner Willy says, it's going to be such a long wait but it will be worth it.

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Not to be cynical (because I love that these titles are getting made) but do you think that the old-school RPGs from established names are deliberately setting their funding goals low, in the knowledge that they will easily surpass it (and bringing it more to a level they can actually make the game with)?

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  • 4 weeks later...

Hello Forgotten Ones,

We’ve been having a good run at the final stretch goal and saw some real spikes and increased activity far beyond what we’d normally expect from our PayPal pledges at this stage. Thanks to all of you for your effort in rallying to the cause! However, it’s looking really unlikely we’ll make the $4.5M stretch goal, with our current PayPal total being $239,438, which means our total money raised so far is $4,428,365, with only two days left to reach the stretch goal.

But! Our percentage of dropped pledges was way below our estimates, proving yet again that you guys rock! As you may recall, our Lead Tormenter Brian Fargo and superfan Steven Dengler matched pledges between $1M and $3M, adding a total of $200K. That money was set aside primarily against failed pledges, but because of your dedication, we can apply enough of it toward our budget – combined with the PayPal totals – so as to have reached $4.5 million.

Which means? We made it! Because you guys are so awesome (and because Fargo and Dengler are so awesome) we can implement every single one of our stretch goals, including not just the player “stronghold” but also our ideas for expanded reactivity, length and depth, pursuing some of our crazier ideas concerning choice and consequence. As we outlined in update 19, while the classic “stronghold” concept might not fit this game the potential is there to do some really interesting things to tie it into our theme of legacy and the unique weirdness of the Ninth World. Colin’s been hard at work hashing out the overall plot as well as resurrecting and moving forward with ideas we had for features such as the stronghold, and he’s come up with some pretty great ones.

Thanks to all of you, we can now make those ideas happen. Thank you!

:omg:

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  • 1 year later...
  • 10 months later...

For anybody who backed at the appropriate level, the alpha test has just started; just log in to your inxile account and check your Torment keys.

Obviously as an alpha test it's extremely limited, but I'm still very excited to get a brief snippet of conversation to play through; it should give a little idea of what to expect from the writing, and that's what will make or break this game!

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Aaand it's strong, very strong. It offers an expectedly-tiny segment of the game - an introductory section in which you get to define your character by some small choices - but it's densely packed with wonderful bursts of story and character, tiny vignettes filled with colour and imagination. The quality of prose is very, very high, which is exactly what I was hoping for. My excitement and suspense at the prospect of Torment have skyrocketed.

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  • 3 weeks later...

Yep - it's currently at alpha testing phase rather than beta, but if you really wanted to go for the alpha (and not buy the most expensive version of the game), you could pledge for 1000 points to get Alpha access. I imagine this is only available as an add-on once you've actually backed at some level, but I don't know for sure.

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  • 4 months later...

I installed it and briefly ran through part of the intro/character creation. I'm torn though on whether I want to spoil anything for myself when it's not complete. Still not heard anything about naming/designing an item yet though which seems a little strange given they seem to be pretty far into development.

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So I now have the option to write an item description. I said ages ago when I backed the game that I would throw it open here for ideas. The item I've been assigned is:

Name: Ray Trap

Type: Cypher

Details: A halfsphere with prongs. When triggered, shoots rays of energy at all nearby targets.

The item description can be up to 1200 characters. I also have the ability to randomly be assigned a different item but I can't then go back to this 1 if I get something even worse. Deadline for submission is 15th Feb so if you want to immortalise rllmuk or yourself in game then post your description here and if I think it's interesting I'll stick it in. If there's a bunch of submissions then I guess we can have a poll or something to pick the best 1.

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  • 4 months later...

Now that early access is available to all backers, I'm giving this a try.  Is anyone else playing?  The GUI is huge at 1920x1080, and I can't see an obvious way of scaling it.  DSR doesn't appear to be working either (changes to resolution don't stick). 

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No, there are other resolutions up to my native panel resolution (1080p) same as any game and I'm sure it goes to higher resolutions if your panel supports it; I'm just trying to go higher with DSR (to down sample) and it won't let me.  It's not the first game to have this issue (Ori and the Blond Forest does the same thing), just wondering if there is a workaround here.

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I played a bit of the latest beta thing and the writing is top notch, I found the art style, or the contrast between things a bit off or something though, as I couldn't quite always work out where things were meant to be in the world but that may have been me being a thicky.

 

The thing that I find odd about playing InXile games (and I had this with WasteLand 2) is that the writing is so good that even quite early 'left or right' decisions seemed to have way more weight than any so-called 'big' decisions in the majority of other games. I was umm-ing and ahh-ing about which of the two NPCs I should side with after only knowing them for about 10 minutes for waaaay longer than made any sense because I'm sure it will have massive repercussions :P

 

I think I'm going to hold off til the main game though as I'm anticipating being annoyed whenever the beta stops or I get a bug or something. Good potential though definitely and I quite liked the classes/ tide things was well done and quite nice and different from traditional RPG stuff.

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Sorted out DSR.  It's an issue with Unity games; solved by changing to the target desktop resolution first.

 

It doesn't help with the game though, as it looks like they have UI scaling up to whatever resolution you're running.  I'm sure there will be UI scaling options when the game is released.

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