Torment will continue the thematic legacy of Planescape: Torment by having to face complex and nuanced morality decisions, carefully contemplating deep and reactive choices with consequences that echo throughout the game all the while immersed into a new and strange vision taken from by renowned designer and writer Monte Cook's new tabletop role-playing game, Numenera.
In Torment: Tides of Numenera, players will have to decide for themselves the eternal question, what does one life matter? Numenera's Ninth World is a fantastic vision of a world in which massive civilizations continue to rise and fall with only cities, monuments, and artifacts left behind to serve as reminders of their past existence. These reminders have become part of the accumulated detritus of eons and now this assortment of ancient power is there for the taking. The humans of the Ninth World call the ancient power left behind the numenera. One of these humans has discovered a way to harness the numenera to grow strong, to cheat death, to skip across the face of centuries in a succession of bodies. But he discovers an unexpected side effect: You.
inXile entertainment's writers and artists are done working on Wasteland 2 and will begin immediately on Torment: Tides of Numenera, so by the time the game developers are done with Wasteland 2, they art and story will be complete on Torment and the developers can get torment up and running.
Chris Avellone was lead designer on Planescape: Torment, the inspiration behind Torment: Tides of Numenera. He later cofounded Obsidian Entertainment, where he is the Creative Director. Chris was the lead designer for Star Wars: Knights of the Old Republic 2, and has contributed his design expertise to every project Obsidian has developed. He also worked with inXile on Wasteland 2 last year, including designing the area showcased in inXile’s gameplay first look video.
Chris’ primary roles on Torment: Tides of Numenera will be to review and provide feedback on all creative elements of the game, including the story, characters, and gameplay areas. In addition, he will scribe an eighth companion for the game, working with Colin and Monte Cook to craft a companion ideal for both Torment and the Ninth World. Chris’ work on Torment: Tides of Numenera will be carefully scheduled so as not to interfere with Obsidian’s Project Eternity.
inXile has outlined further stretch goals extending to an ambitious $4.5M. These goals, which include an even more complicated morality system, a player stronghold, and new locations, were ideas culled from the original vision when scoping the project.
As a result of the Kickstarter campaign far exceeding its initial goal, the extra funds will allow inXile entertainment to expand the scope of the game in many aspects, however, as a result of making the biggest and best game it can be, the original Dec. 2014 release date has been pushed back.
Many of you have asked if the unexpected support we have received will require us to push back the release date. While we do not yet know what our final development budget will be, we do know that we’ll need a few months past the December 2014 launch date we first proposed at $900,000. (We’ll provide more details about our schedule after we have time to complete our planning following the Kickstarter.) We thank you greatly for providing us enough resources to increase Torment’s scope and quality bar. It’s our plan to use funds to keep the team on the project longer, allowing us to design, iterate, and polish more, to make a game that truly lives up to the Torment name.
More articles about Torment: Tides of Numenera