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Torment tides of numenera
Torment tides of numenera







torment tides of numenera

In 2012, following inXile Entertainment's successful Kickstarter campaign for Wasteland 2, inXile writer Colin McComb discussed ideas for a hypothetical sequel to Planescape: Torment on his personal website. In two occasions, the stretch goals permitted to add more music to the game. The original plan was for a 40 minutes soundtrack, but the addition of game areas thank to the success of the Kickstarter campaign necessitated more music. It was decided that the game should follow the path of Planescape: Torment and depict area in isometric 2D, with 3D elements like the characters, interactive objects, etc. Legacies are linked to the great interogation of the game, ' What does one life matter ? ', and is the way of the game to determine how the player is influencing people or even objects by it's presence and former actions through the game. It is one of the lasting effect of the player's actions, which determine the Legacy. It works the same way as a Reputation system, but instead of being toward a faction, a Tide (there is five of them) is dedicated to a high concept, like passion, power, sacrifice or even greater good. The Tides system is an original gameplay element of the game. Concerning the skills and the leveling, the video game is to implement and adapt the gameplay mechanics of the pen-and-paper game mechanics. Several gameplay element of the game are shared with it's predecessor, Planescape: Torment. The combat works within a system called 'Crises' who also implement elements outside combat, but who are still considered as encounters. Of course, that is only the basics, as the game offer way more than just fighting, with dialogues of great complexity, and exploration. Torment: Tides of Numenera is an isometric roleplaying game, and like other games of this genre, its core mechanics consists of leveling and looting, through turn-by-turn tactical combat. There is a total of six possible companions included in the game: The player can choose three companions to join with the Last Castoff. The game contains several game areas, located both in the Ninth World and outside: It will be possible to merge temporarily with the mind of those other castoffs through special Numenera, the Meres. In this task, the player will find allies and enemies, with other castoffs on both sides. The game will set the player upon a quest to find his originator before The Last Sorrow can harm the Changing God or the Last Castoff. But not only him, his creations too, and among them, the Castoffs are also targeted by the Last Sorrow. The action of the Changing God caused the awakening of an entity, The Sorrow, that has been pursuing him for quite some time. The player will control a character named the Last Castoff, one of many shell-bodies ( Castoffs) rejected by the Changing God, a man that gained immortality through the power of Numenera by passing from a corpse to another, with each corpse gaining new consciousness when the Changing God departed from it. However, it is said that we will also visit other dimensions and distant worlds. Most of the locations of the game will be located east of the Steadfast and the Beyond, the principal regions described in the Numenera Corebook. This setting, called the Ninth World, provides all manner of opportunities and challenges to those that call it home. Others are dangerous: genetically altered monstrosities, flesh-warping radiation, creatures transplanted from distant stars, and clouds of out-of-control nanobots, just to name a few. Some of these are extremely helpful: advanced tools, valuable means of communication and learning, transportation, defenses, and weapons. Even though the current inhabitants live at about a Medieval level of technology, the leftover remnants of these advanced societies lie all around them. Civilizations have risen and fallen on Earth. Numenera is set a billion years in the future.









Torment tides of numenera