Torment: Tides of Numenera is a role-playing video gam

Publish Date : 2020-12-19

Torment: Tides of Numenera is a role-playing video gam

developed by inXile Entertainment for Windows, OS X and Linux. It is a spiritual successor to the acclaimed 1999 game Planescape: Torment.

The game will take place in Numenera, a fantasy campaign scenario written by Monte Cook. It will use the unity video game engine. Like its predecessor, Torment: Tides of Numenera will be primarily a driven story, giving greater emphasis to interaction with the world and characters, giving a secondary role to combat and accumulation of material. 1

The game was crowdfunded through Kickstarter in the first six hours of the 30-day project, released on March 6, 2013.4 Torment: Tides of Numenera surpassed pillars of Eternity by Obsidian Entertainment as the most funded video game on Kickstarter with a total of $ 4,188,927 contributed by 74,405 users. The release date was initially set in December 2014, but later changed to 2015.1 after several delays the game was finally released on February 28, 2017.

It will use the Unity video game engine to reproduce the game environment and be displayed from an isometric perspective 2.5 D. 6 The Numenera table rule set of Monte Cook, will be adapted to serve as the rule mechanics of the game, and the events will happen in a place called “Ninth World”. The player will experience the game from the point of view of the last scrap, a human host who was once inhabited by a powerful being, but was suddenly abandoned with no memory of previous events. 7

Like its spiritual predecessor, it will place a great emphasis on storytelling, which will develop through a “rich personal narrative”, and the interaction of characters through the family dialogue tree system. The inXile developer team plans to create a new combat system that would complement the story and better integrate into the main narrative.

The player will be able to select the gender of the protagonist, 8 who will otherwise start the game as a blank slate, and can develop his skills and personality by his interactions with the world. Numenera provides three base character classes, Glaive (warrior) , Nano (Mage) and Jack (Rascal) these classes can be further customized with a descriptor type (such as “resistant” or “mystical”) and “approaches”, allowing the character to stand out in a certain role or combat style. 9

Instead of a classic character alignment system, you will use fluencies to represent the reactions of a person you inspire in your peers. Each creep has a specific color and embodies a number of nuanced concepts that are associated with it. The composition of the Fluences that Different legacies can affect the bonuses and powers of certain weapons and what relics provide, as well as give special abilities to characters and improve certain abilities. A character has manipulated determines his legacy, which more or less describe the path he has taken in life. 7

The game is set in a distant future, where the rise and fall of countless civilizations have left the Earth in a medieval state, where most of humanity lives in simple settlements, surrounded by relics of the mysterious past. The current epoch is called “Ninth World” by its scholars, who believe that eight great epochs existed and were destroyed or disappeared for unknown reasons ahead of time, leaving ruins and various curiosities and artifacts behind. These objects are known as the “numenera” and represent what remains of The science and technology of these past civilizations. Many of them are irreparable, but some are still able to function in ways that go beyond the level of understanding of most human beings, who believe that these objects are of a magical nature.

The protagonist of the story, known as the last scrap, is the final vessel for the consciousness of an ancient man, who managed to find a way out of his physical body and reborn into a new one, thereby achieving a kind of immortality through relics Although he does not know it, every time he leaves these host bodies, they wake up with awareness of themselves, without having memory of their former captain or his works. The actions of this man, known as the “changing God”, attracted The enmity of Agony, which now seeks to destroy him and his creations. The last waste, one of them being a creation of the changing God, is also haunted by agony, and must find his master before they are both caught. To do this, the protagonist must explore the Ninth World, discovering other outcasts, making friends and enemies along the way.A means of that exploration are the Intrallaves — articles that allow gaining control over the lives of other outcasts, and the experience of different worlds or dimensions through them. Through these journeys the last waste will leave its mark on the world — its legacy -and find an answer to the fundamental question of history: What does a single life matter? 10

The complexity of the character and the depth of the dialogue were identified among the main elements of Planescape: Torment, a legacy that seeks to preserve and perfect Torment: Tides of Numenera.7

The tormented nature of the protagonist of the game, the last scrap, attracts other people, equally affected. They will play a significant role in your story as friends and companions, or as powerful enemies. 7 five potential partners were announced in the initial Kickstarter goal with the number increasing to eight of the project’s ambitious goals.11

Three basic concepts are presented for Torment: Tides of Numenera during funding on Kickstarter. The initial main theme is the meaning of a single life in the grand scheme of things. This is reflected in the main question of the story: What does a single life matter ?. The development team said that there is no single correct answer, and the player must find one that completes his story better.

Another important theme that is echoed through the game and its environment is abandonment. The difficult situation of the world of Numenera, abandoned by many of its cultures in the past, and that of the protagonist of the game, abandoned by his father, is to be explored and examined, among others, throughout history. 10

The third key concept is mystery. The game begins with the protagonist completely ignorant about the world around him. The understanding of both the “external” secrets of the world, as well as the “internal” mysteries of the characters is posed as an important goal and the driving factor of the story.10

In 2007, in an interview with the Lead Designers of Planescape: Torment, Chris Avellone and Colin McComb had stated that while a direct sequel was not considered because the game’s story was over, they were open to the idea of ​​a Planescape- This combination was considered feasible at the time.12 talks about creating a sequel with the help of a crowdfunding platform resumed in 2012, but attempts to acquire a Planescape license from Wizards of the Coast failed.13 later that year, Colin McComb joined inXile, which was working at the time on its crowdfunded success, Wasteland 2. The studio obtained the rights to the title Torment shortly after.14

In January 2013, inXile CEO Brian Fargo announced that the spiritual successor to Planescape: Torment was in pre-production and was set in Numenera, the RPG universe created by Monte Cook. Although connections to its predecessor will not be relatively open, Due to licensing issues, it was noted that some elements of traditional RPG are relatively difficult in terms of copyright, and some elements of Planescape: Torment could reappear. Development of the game began shortly after the acquisition of the storm license, and several inXile staff members from Wasteland 2 moved on to the Numenera team.15

In late January, inXile confirmed the game’s title as Torment: Tides of Numenera, and announced that Planescape: Torment composer Mark Morgan would create the soundtrack.16

The pre-production period is expected to continue until October 2013. During this phase, team composition for the project will be finalized and development will focus on production planning, game design and dialogue writing. 17

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