[Hilo Oficial] Torment: Tides of Numenera
#13
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Un juego de rol debería tener un buen sistema de combate, un buen sistema de dialogo, y un buen diseño...si uno de esos 3 pilares falla, es que a ese juego de rol le falla algo.

Por muy Torment que sea, debería de tener un sistema de combate minimamente elaborado, eso si...afortunadamente parece que este no cae en el para mi gravísimo error del primero.
(Ultima edición: 18-08-2016 00:23 por Chris Walken.)
#14
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(17-08-2016 22:58)AcAnchoa escribió:Pero alma de cántaro, ¿cómo te iba a decir nada saltándote todos los textos?

Porque tengo empatía y no necesito leer los textos para que me transmita. Enterarme de la historia es otro cantar
¿Tú no sientes algo cuando ves un video o incluso fotos? Pues jugándolo deberíamos sentir algo más. Pues no sentí apenas nada
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#15
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Nueva entrevista con Brian Fargo. No revela grandes novedades, pero muestran algunos fragmentos nuevos de la versión para consolas. Comenta que la duración estará en unas 70-80 horas y que en una primera partida típica sólo veremos un 60% del contenido del juego:

https://www.youtube.com/watch?v=UvonHZRVZe8/
(Ultima edición: 19-08-2016 08:25 por Sayckeone.)
#16
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Otra entrevista: http://fextralife.com/torment-tides-of-n...nics-more/

Cita:Torment: Tides Of Numenera Developer Interview With InXile: Story, Setting, Mechanics & More

Having played through much of the early access of Torment: Tides of Numenera, the critically acclaimed spiritual successor to Planescape: Torment, we put down some extensive thoughts of our experience in our recent preview. Impressed with the game’s story and design, we approached developer inXile at Gamescom and picked the brain of Colin McComb, Creative Lead at the studio to get some insights into this meticulously designed classic RPG.

FL: Describe the pressures of working on a famous title after so much time has passed from the original?

Colin: There’s the: “if you blow this, your name is mud forever” and there’s the realization that you’re going to be compared to a classic game no matter what you do and one of the things we really wanted to make sure we did with our kickstarter, with our communication to everybody was that we’re not trying to replace this game. We’re not trying to do a reboot or remake. We want to make a game that’s similar in feel. We want to make a game that makes you say, “Yes, that’s the feeling I remember!” without pandering to nostalgia and without saying we’re trying to supplant it in your heart. We want it to be that Planescape: Torment and Torment: Tides of Numenera are 2 pieces to a whole. We nailed down our vision document super early to make sure “is that part of the vision?” because if it’s not part of the vision it’s gone.

FL: So after such a long delay, what do you think players will be pleased with the most, and what about the game in your opinion will blow them away?

Colin: I think they’re going to be pleased with the story. They’re going to play through it, finish the game and they’re going to say, “This is what I remember from Planescape: Torment”. They’re going to say, “I have an answer to the question: does one life matter?” I think they’re going to be most impressed by the reactivity, depth and the care we’ve put into making sure that everything in the game feels logical and satisfying, even if it’s not the ending they were hoping for. That it stems from their earlier decisions and they see how that ending was reached.

FL: Were you surprised by how well the Kickstarter went and what would you say to the many backers?

Colin: Holy shit yes. People don’t believe us now, but we did not know how this game was going to do. We made contingency plans for what we would do if we only hit the minimum. We had contingency plans for what we would do if we didn’t fund and we thought we should probably plan some stretch goals just in case we do well but we honestly didn’t know. I did a tabletop thing with Patrick Rothfuss and Jerry Holkins from Penny Arcade the night before we launched and they said, “You’re going to make so much!” and I honestly did not believe that. So to the backers I’d say you guys are freaking amazing, after all these years I’m still blown away by your support, and I can’t fucking believe that we’re here, thank you!

[Imagen: torment-1-640x360.jpg]

FL: So what about the game is different from its predecessor and what is similar?

Colin: We’re trying to ask similar deep philosophical questions. We don’t want people to feel something like they’re just hacking and slashing their way through the world. We want people to feel that they’re being challenged intellectually. That they’re not just “Oh, hooray I’m just running through this game so I can see the next area.” We want people to feel like they’re being pulled into this world and this world is teasing the story out of them. How it’s different is that Planescape had the weight of 30 years of development behind it, starting from D&D First Edition, then there was Jeff Grubb’s Manual of the Planes, then Monte Cook’s Planescape setting, so there was a lot of history to build on there. Numenera is more of a physical based world, there’s still a lot of exploration to do there but it’s a new history for us.

FL: Describe the Last Castoff and how you envision him/her.

Colin: The Last Castoff is essentially the last known body the Changing God has used before the Sorrow attack on his biological moon. I wanted the Last Castoff to basically go through a life cycle falling from the sky, enshrouded in a cocoon, that’s a essentially a call for your birth. You’re falling through the sky, you wake up in your own mind, you’re building yourself and then you wake up in the real world and the choices you make as you go through turn you into a more and more complete person as you progress through the game and the world itself changes as you do that. For instance in the first area it’s all brightly colored, and loud and noisy and then in the next area it’s an adolescent thing and you turn in on yourself and you start to understand the reality of death and then you enter adulthood where you are suddenly taking charge of your own life and you’re figuring out how you’re standing against the forces that oppose you, so it’s a thematic journey from birth to death.

[Imagen: torment-6-640x360.jpg]

FL: How does your character progress through the game mechanically and what makes them unique?

Colin: We start you off with a descriptor and type but you don’t get a focus until you complete a quest. We didn’t get to use all of the quests from the Numenera campaign setting but you will pick up a whole bunch of cyphers throughout the game, a whole bunch ofabilities that are not necessarily tied to the mechanics. There are things you can pick up in the game that make you cooler and better. The castoff’s labyrinth, the place you go when you die is a shared psychic mindspace, that is a place where you rule.

FL: Do you have a personal favorite class? Why?

Colin: Nano. Because I think it’s the people who really care about looking into the world, who want to investigate what the world is, what the truth is, and to try and draw strength and knowledge from understanding.

[Imagen: torment-8-640x360.jpg]

FL: How many hours of gameplay is there?

Colin: Well, we’ve got a million words! So I’m going to say if you just play the game running through from start to finish it’s 25-30 hours but if you go for a more completionist run you’re going to get more than 50 hours.

FL: There are not many games like Torment on console, what are some of the design challenges to bring it to the console?

Colin: We did not change anything to bring it to console. We made a UI and that was it. We are gameplay content complete between PC and console and there are absolutely no sacrifices or compromises.

Aquí comentan que el juego durará unas 25-30 horas, pero si somos completistas podría superar las 50 horas.
(Ultima edición: 09-09-2016 21:05 por Sayckeone.)
#17
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Vídeo de la Gamescom donde se muestra un poco más de la versión para PS4:




Carátula de la edición física:

[Imagen: Torment-boxes.png]


Imágenes:
Spoiler :
[Imagen: Miel-Avest_1.jpg]

[Imagen: Ascension-Cavern-Interior.jpg]

[Imagen: Government-Square_dialogue.jpg]

[Imagen: Little-Nihliesh_2.jpg]

[Imagen: The-Anechoic-Lazaret_dialogue.jpg]

[Imagen: ValleyOfDeadHeroes_2.jpg]
#18
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La edición física me dijeron por Twitter que iba a ser de calidad, espero que no decepcionen.

Si, lo voy a comprar dos veces xDDDDDDDD
En el corazon llevo la miel, los platanos, y los muñecos de Lego que montan en serpientes.
#19
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Me acabo de enterar que sale en consolas. Si lo tengo que jugar en ella, con lo pequeñas que son las letras de los diálogos, me da un iptus.
[Imagen: WZSsaPY.jpg]
#20
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(22-08-2016 22:36)Jagang escribió:Me acabo de enterar que sale en consolas. Si lo tengo que jugar en ella, con lo pequeñas que son las letras de los diálogos, me da un iptus.

Se supone que esas cosas las van a adaptar.

También han dicho que la interfaz será distinta para cada una de las plataformas.
En el corazon llevo la miel, los platanos, y los muñecos de Lego que montan en serpientes.
#21
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Pero es que me pasa con todos los juegos. Estoy a metro y medio de la pantalla y las letras son ridículas. No veo juego en condiciones donde pueda decir que estoy a gusto leyendo. Torment no puedo jugarlo así cuando voy a estar leyendo la inmensa mayoría del tiempo.

Ya me contaréis como lo veis vosotros en consola.
[Imagen: WZSsaPY.jpg]
#22
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Torment con jugabilidad decente? a qué dios pagano le hemos rezado para cumplir este sueño?

Me gusta mucho el sistema de combate, muy parecido al de Divinity, algo no precisamente malo.
#23
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(22-08-2016 22:35)Joanor escribió:La edición física me dijeron por Twitter que iba a ser de calidad, espero que no decepcionen.

Si, lo voy a comprar dos veces xDDDDDDDD

En breve darán todos los detalles del contenido. Yo estoy esperando a ver qué trae para decidirme, porque dos ediciones me temo que no voy a pillar, no hay dineros xD

(22-08-2016 23:13)seph1roth escribió:Torment con jugabilidad decente? a qué dios pagano le hemos rezado para cumplir este sueño?

Me gusta mucho el sistema de combate, muy parecido al de Divinity, algo no precisamente malo.

Uno de los mejores sistemas por turnos en el que fijarse. sisi
#24
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A finales de septiembre terminará la posibilidad de apoyar el juego para obtener las recompensas físicas.

Cita:Eric here to round things out with just a couple of additional news bits for you before we sign off! First, an important word for our backers: the end of September will be your last chance to pledge for or upgrade to physical Torment rewards. This includes boxed copies, add-ons and anything requiring shipping. With release not too far off we need to start locking down our final reward counts, so if you had been waiting to pledge, now is your last shot to get backer physical goodies. And on a similar note - if you haven't yet claimed your rewards or updated your shipping address, now is definitely the time!
https://www.kickstarter.com/projects/inx...ts/1674434

Nuevo tráiler:

(Ultima edición: 09-09-2016 00:10 por Sayckeone.)


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