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JackQ
Non-expret in Derps lagunge
Posts: 14178
Location: Kibbutznik, Israel
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Posted: Sun, 2nd Dec 2012 18:41 Post subject: |
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intersting,inxile are not the richer though,we might see another kickstarter from them,unless someone else funding it
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Ankh
Posts: 23341
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Posted: Sun, 2nd Dec 2012 19:01 Post subject: |
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JackQ wrote: | intersting,inxile are not the richer though,we might see another kickstarter from them,unless someone else funding it |
Could be they use the income they get from Wastelands 2 though..
shitloads of new stuff in my pc. Cant keep track of it all.
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Posted: Sun, 2nd Dec 2012 19:25 Post subject: |
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It will be interesting to see what becomes of this.
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ixigia
[Moderator] Consigliere
Posts: 65074
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Posted: Sun, 2nd Dec 2012 19:33 Post subject: |
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Still early to tell, but I'm definitely curious 
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Posted: Sun, 2nd Dec 2012 21:30 Post subject: |
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Seems like CRPGs are determined to make a comeback.
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Posted: Sun, 2nd Dec 2012 23:12 Post subject: |
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randir14 wrote: | Seems like CRPGs are determined to make a comeback. |
True. Tho there was always at least one nice release per yer, so they never were completely gone, but man what's with RTS games? Did Blizzard kill all competition?
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Posted: Mon, 3rd Dec 2012 07:12 Post subject: |
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I don't see the point, he has just paid for the name torment, but not planescape so it is completely different and will have nothing to do with planescape and AD&D.
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Badrien
Posts: 2118
Location: Netherlands
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Posted: Mon, 3rd Dec 2012 07:31 Post subject: |
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at the risk of sounding stupid...planescape torment was a mix of two different things? or whats the issue here?(aside him not being able to use the name)
RTX ON
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Posted: Mon, 3rd Dec 2012 09:01 Post subject: |
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Badrien wrote: | at the risk of sounding stupid...planescape torment was a mix of two different things? or whats the issue here?(aside him not being able to use the name) |
Planescape is an AD&D setting/campaign/universe and Torment was the name of the game.
Fargo bought the rights to make a new Torment or Torment 2 (whatever) but needs to get rid of everything Planescape related unless he's paying for a license for using Planescape once again.
At least that's my understanding of it.
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Mon, 3rd Dec 2012 10:52 Post subject: |
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Can´t see how it would work without the D&D Planescape setting. The world itself was the best part of the game.
I love that devs wan´t to bring back some of their best work, but not at the cost of butchering it.
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Posted: Mon, 3rd Dec 2012 10:55 Post subject: |
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Why are you all assuming they wont have talks with the Planescape owners to work out a license deal?
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Posted: Mon, 3rd Dec 2012 12:14 Post subject: |
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WHat is there to tell after the ending of PS:T? I'd be more interested in a proper PS:T enhanced edition (or something like that).
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Posted: Mon, 3rd Dec 2012 12:59 Post subject: |
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Mister_s wrote: | WHat is there to tell after the ending of PS:T? I'd be more interested in a proper PS:T enhanced edition (or something like that). |
PS:T with the widescreen mod and the text fix and bug mods already looks amazing, and bug free.
I don´t think an enhanced edition would or could bring anything new or better to the table.
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Posted: Mon, 3rd Dec 2012 13:06 Post subject: |
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Mister_s wrote: | WHat is there to tell after the ending of PS:T? I'd be more interested in a proper PS:T enhanced edition (or something like that). |
His redemption maybe? Or Fall from grace trying to save him? Or a completely different character maybe with some cool tie-ins?
I dont care, i trust them to make a good game, and im not one to believe that a bad sequel in any way ruins the original.
Would love a nice remake too.
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Posted: Mon, 3rd Dec 2012 13:52 Post subject: |
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Planescape didn't need AD&D. In fact they always said it was an absolute chore to work around the system ( which they did, you really can't call it a standard implementation of the rules ). And Avellone said explicitly, that he'd want a spiritual successor with a new setting.
I mean what was standard about Planescape? Change the scenery and you still get a great story about regret, the influence of beliefs on the world, the woeks. That said, I really have no idea what the "Torment" could mean. He bought the name only ? The rights to a similar story? What, I wonder.
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Posted: Mon, 3rd Dec 2012 14:00 Post subject: |
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Bendi wrote: | Planescape didn't need AD&D. In fact they always said it was an absolute chore to work around the system ( which they did, you really can't call it a standard implementation of the rules ). And Avellone said explicitly, that he'd want a spiritual successor with a new setting.
I mean what was standard about Planescape? Change the scenery and you still get a great story about regret, the influence of beliefs on the world, the woeks. That said, I really have no idea what the "Torment" could mean. He bought the name only ? The rights to a similar story? What, I wonder. |
Sigil, the Factions, the blood war...
Would the adventure be as grand if it was not based in Sigil? would the nameless one´s story be as amazing if not entangled through the various factions?
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Posted: Mon, 3rd Dec 2012 14:15 Post subject: |
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The Nameless One was a regenerating and ressurrecting man who's mortality was ripped out (not soul, mortality ) by a crazy love-stricken hag, and who's companions all suffered in one way or another. Guilt, passion, don't remember the other ones .
Factions? The Dusters were a sham, you could find Farod without them. The Sensates? One or two quests. Anarchists? Those whatchamacallits in the Foundry? You can replace all of them with original creations and the world would be no poorer. Even the bloody Blood war played a role in the ending, and it was just a symbol of his penance.
sin317 wrote: |
typical jew comment
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Posted: Mon, 3rd Dec 2012 14:56 Post subject: |
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Bendi wrote: | The Nameless One was a regenerating and ressurrecting man who's mortality was ripped out (not soul, mortality ) by a crazy love-stricken hag, and who's companions all suffered in one way or another. Guilt, passion, don't remember the other ones .
Factions? The Dusters were a sham, you could find Farod without them. The Sensates? One or two quests. Anarchists? Those whatchamacallits in the Foundry? You can replace all of them with original creations and the world would be no poorer. Even the bloody Blood war played a role in the ending, and it was just a symbol of his penance. |
But the setting itself is what allowed all the craziness in the first place, but i see your point. I think another game, a spiritual sucessor if you will, would be awesome, just not sure how good it would be without the setting and without Avellone to write it.
I think project eternity did the right thing by not taking on a name from the dev´s past sucesses. You can say the game was inspired by but not a a sequel.
They should loose the Torment name in a potential follow up, and just go with something original that doesn´t prey on the fan´s expectations.
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Posted: Mon, 3rd Dec 2012 15:58 Post subject: |
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it can work without 'planescape' just as project eternity will work without dnd rules
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Neon
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Location: Poland
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Posted: Tue, 4th Dec 2012 01:56 Post subject: |
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Aaaand a sequel(or rather a spiritual successor, can't do much without the planescape license ) to Planescape: Torment is in the works
http://www.eurogamer.net/articles/2012-12-03-chris-avellone-blesses-inxiles-planescape-torment-successor
Quote: | A successor to Planescape: Torment is happening. No it's not Project Eternity, no it's not Chris Avellone; it's Colin McComb (Planescape: Torment second in command) and inXile (Wasteland 2). And it has the blessing of Chris Avellone, the lead designer of PST.
Colin McComb told me this moments ago:
"As you may recall, Chris [Avellone] mentioned his ideas for a spiritual successor to Torment with some frequency over the summer. This stemmed (at least in part) from discussions he and I were having about the possibility of resurrecting the IP, and this led to my reaching out to Wizards of the Coast. That did not yield fruit, but it did get the two of us talking about what we'd like to see in any regard, and we both agreed that Planescape was not the best route for us to take anyway, due to the mechanical issues and editorial oversight WotC would want. |
Quote: | He then started discussing ideas for a new Torment game.
"The first step in designing a new Torment story is to ask the primary question. I'm older than I was when I worked on Torment, and my questions now are different than they were. I have children now, and I look at the world through their eyes and through mine, and that's changed me - in fact, the intervening years have changed me so much that I have new answers for the central story in the original Torment. So now that I know what can change the nature of a man, I ask: What does one life matter? … and does it matter at all?" he scribbled
"Then I'd re-examine the fundamentals of the setting. I'd put it some place other than Planescape. I'd use a system other than D&D, because I'd want to align the player's story axes along different lines than Good/Evil or Law/Chaos to something more subjective. The core of Torment is, after all, a personal story, and while we can be judged by others on the basis of our actions, arbitrarily aligning those actions on an external and eternally fixed line removes some of the agency from the player's game.
"I have a lot of ideas about what to put into a new Torment game," he closed, "but my primary goal would be to help the player tell a story that was evocative of the original Torment without aping it. To be faithful to the odyssey of the Nameless One, and to recognise that it has ended, and that stories of Torment are ongoing." |
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Posted: Sat, 22nd Dec 2012 13:59 Post subject: |
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A summary on neogaf: http://www.neogaf.com/forum/showpost.php?p=45625736&postcount=1
Quote: | -InXile acquires Torment license
-InXile's new project is a sequel to Torment, but not using the Planescape IP and not continuing the Nameless One's story
-Kevin Saunders (former Obsidian producer/designer) is project director
-Colin McComb (writer/designer on Planescape: Torment and Fallout 2, D&D Planescape campaign writer) is creative lead
-Chris Avellone has given his blessing for a Torment sequel and will be asked to write for it (much like with Wasteland 2) when Project Eternity writing duties allow
-Expect Kickstarter, based on Brian Fargo's comments about InXile's projects all going through Kickstarter from here on out |
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Posted: Sat, 22nd Dec 2012 22:56 Post subject: |
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Posted: Sun, 23rd Dec 2012 02:54 Post subject: |
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Sounds interesting, I still have reservations since the Planescape setting really was important to the first game, so... we'll see. But the people working on it is great news obviously.
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Posted: Sun, 23rd Dec 2012 03:33 Post subject: |
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Hm, isn't PS:T basically "TNO's story"? I wonder what it'll be about then. I really don't like the term "spiritual successor", whenever that one is used the game turns out to be crap.
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JackQ
Non-expret in Derps lagunge
Posts: 14178
Location: Kibbutznik, Israel
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Posted: Wed, 9th Jan 2013 18:29 Post subject: |
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Quote: | Torment game set in Numenera universe to be developed by inXile
inXile’s Brian Fargo has announced a new Torment game is in the works with Planescape Torment designer Monte Cook and other members of the original team.
Set in Cook’s Numenera universe, which was anothersuccessfully funded on Kickstarter last year, Fargo has elaborated on what the game will entail.
“We won’t have faeries or devils, but we’ll have diabolical creatures from far dimensions with schemes beyond human imagination,” Fargo told RPS. “We won’t have gods, but we’ll have creatures who have lived for millennia with the powers of creation and destruction at their fingertips, with abilities honed over countless lifetimes.
“We won’t have other planes per se, but we’ll have pathways to hostile worlds and bizarre landscapes and ancient machines that catapult the players into places where the ordinary laws of nature no longer apply.”
Fargo said the idea for a Torment game has been mulled around the studio for quite some time, and the more the team explored the Numenera setting, the “clearer it became that it’s a natural fit for a Torment game.”
“And it isn’t too surprising that Numenera’s aesthetics work well for Torment given that Monte was a key designer for the Planescape setting,” he said. “Numenera is very exotic and rich, but is a flexible universe that empowers and support GMs.
“As Torment desires certain locations or features, we’ll be able to do what we need to while fully respecting the setting. This goes beyond a typical licensing arrangement as Monte will be giving us direct input and even provide writing for some of the game areas. I’m really pleased to have Monte be part of the team.”
Fargo said the title is currently in pre-production at the moment with the “story outline, design sketches of the major characters, and thematic concepts defined.”
Details on combat are still up in the air, but at present, the team is looking at “real-time with pause,” to provide a better experience for the game, especially after criticisms arose regarding Planescape Torment’s combat.
Fargo said the team is also considering taking the project to Kickstarter for funding, after the success of Wasteland 2.
“There are advantages to Kickstarter for both developers and backers,” he said. “We get our games funded without dealing with a crazy publisher and the backer gets a game for much less than what the finished product would cost non-backers.
“The benefit of crowd funding is that it provides feedback and accountability to the people who are actually going to play the game. It validates the concept and helps us prioritize the sensibilities of the project. We are not forced to compromise for the thought of how the mass market might react. It’s a wonderfully pure process and one that hinges on trust.” |
http://www.vg247.com/2013/01/09/torment-game-set-in-numenera-universe-to-be-developed-by-inxile/
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ixigia
[Moderator] Consigliere
Posts: 65074
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Posted: Wed, 9th Jan 2013 20:36 Post subject: |
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That sounds great!

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