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Wednesday, March 1, 2017

On making a spiritual sequel to the most well-regarded narrative RPG of them all


Interview by Matt S.

It has been a little lost among the excitement for all the other big RPGs out over the next month or so - Mass Effect: Andromeda, Horizon: Zero Dawn and NieR: Automata among them, but Torment: Tides of Numenera is a game that deserves a lot of attention. Why? Because it's the spiritual successor to one of the greatest narrative-focused games ever made, in Planescape: Torment.

Overwhelmingly successful on Kickstarter back when it ran (raising almost $4.2 million when it was initially looking for just under $1 million), Torment was promising to take the baton from one of the few RPGs out there that people remember decades later explicitly for its narrative. What was perhaps most fascinating of all about the game was that combat was almost completely unnecessary; you could talk, trick, and cajole your way past most combat encounters, meaning that when combat actually happened, it had impact.

In this day and age, with games becoming ever more action and combat focused, games that give you a genuine ability to avoid hostilities entirely are rate. And yet, that is precisely what Tides of Numenera is promising to do, beyond offering a very deep and complex narrative.

I had the opportunity to sit down with a couple of the inXile team: Brian Fargo (CEO) and Adam Heine (Design Lead) to discuss what they were looking to achieve in the game and what players can expect, now that it has released on PC and consoles.
On making a spiritual sequel to the most well-regarded narrative RPG of them all
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