Torment: Tides of Numenera Developer Video Answers Fan Questions
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Torment: Tides of Numenera Developer Video Answers Fan Questions

In a Q&A session for Torment: Tides of Numenera, Gavin Jurgens-Fyhrie and Colin McComb from developer inXile provided some insights into the game’s development and what players can expect when the game releases in early 2017 on PC, PS4 and Xbox One. Part 1 can be found here.

Here’s some of the info highlights from the sessions:

Torment: Tides of Numenera Q&A Highlights

  • Nothing has changed for the console in preparation for its release alongside PC, other than UI. Everything remains the same. The console version will have a physical and digital option as well!
  • The main character can be either gender, and although the appearance can’t be changed, elements like descriptors, skills and equipment can be customized.
  • Players can do and ask anything and tidal affinities will not affect conversations or encounters. They want to avoid gating things based on the current dominant tide. Characters will react differently based on what you’ve done due to the rep system but there are no feedback loops that force people to stay with a set of choices.
  • There are things you won’t see in the game, unless you have passive skills for it. The active skills can be tried by anyone.
  • Cyphers can change the course of combat and were specifically designed as one shot magic powers.
  • Conversation, combat, exploration of the world, and art are built around the idea of gameplay choices. World building has had a large impact on how the game is designed.
  • The story panels that were seen during the initial early access will be making a comeback, which may appeal to players who felt the start of the game is too slow.
  • Companions can be affected by your choices and actions but they won’t fight you directly. However, each is very unique and must be approached in their own way to win them over. They can be sold to slavers, fed to predators, and generally brutalized if sadism is your bend.
  • The game has a time mechanic. Instead of a literal timer, some quests and situations will change with each day. Days only pass when you choose to sleep. Because you choose when to sleep you will control the flow of time so missing a quest should not be something to worry about.

An affable pair for sure, and great responses to boot. We had the pleasure to interview them during Gamescom and came away with some great answers about the game’s development. Torment: Tides of Numenera is currently in early access on PC, so players interested can check out it’s ongoing development. Thoughts on how the game is shaping up? Let’s hear them!


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