AstroZombie
Banned
aww I remember you were the only one :,)
I'm sorry
Two members is a good start for a cult
aww I remember you were the only one :,)
I'm sorry
Two members is a good start for a cult
haha how the hell did I only see that now? this is relevant to my interests.Oh and trab, I'm pretty sure we got dev confirmation of beards being in the game - so it really does have everything you could ever think of!
Best dramatic look pic I could come up with:
Okay
Over my dead body!
Okay...
sexy goals, goodHighlights from the PC PowerPlay magazine article:
- The bulk of the article related to the setting and story, which we all know about.
- No 'baddie about to destroy world' storyline
- Mentions sentient moon
- Not striving for an extremely long 80-100 hour experience, but
- Players won't see everything in one playthrough, focus on replayability and reactivity
- Not trying to make it super accessible, only satisfy fans
[*]Aiming for Torment to be the best written RPG of its kind.
The images were mostly Kickstarter screenshots and art-work, but there were two 3D models of enemies/NPCs that I haven't seen before. They looked nice.
[*]Not trying to make it super accessible, only satisfy fans.
I hate that it's almost required for every single game - no matter the genre or company - to spout this talking point in every interview. It's really sad.
Highlights from the PC PowerPlay magazine article:
- The bulk of the article related to the setting and story, which we all know about.
- No 'baddie about to destroy world' storyline
- Mentions sentient moon
- Not striving for an extremely long 80-100 hour experience, but
- Players won't see everything in one playthrough, focus on replayability and reactivity
- Not trying to make it super accessible, only satisfy fans
- Aiming for Torment to be the best written RPG of its kind.
The images were mostly Kickstarter screenshots and art-work, but there were two 3D models of enemies/NPCs that I haven't seen before. They looked nice.
Highlights from the PC PowerPlay magazine article:
- The bulk of the article related to the setting and story, which we all know about.
- No 'baddie about to destroy world' storyline
- Mentions sentient moon
- Not striving for an extremely long 80-100 hour experience, but
- Players won't see everything in one playthrough, focus on replayability and reactivity
- Not trying to make it super accessible, only satisfy fans
- Aiming for Torment to be the best written RPG of its kind.
The images were mostly Kickstarter screenshots and art-work, but there were two 3D models of enemies/NPCs that I haven't seen before. They looked nice.
Highlights from the PC PowerPlay magazine article:
- The bulk of the article related to the setting and story, which we all know about.
- No 'baddie about to destroy world' storyline
[*]Mentions sentient moon- Not striving for an extremely long 80-100 hour experience, but
- Players won't see everything in one playthrough, focus on replayability and reactivity
- Not trying to make it super accessible, only satisfy fans
- Aiming for Torment to be the best written RPG of its kind.
The images were mostly Kickstarter screenshots and art-work, but there were two 3D models of enemies/NPCs that I haven't seen before. They looked nice.
aw how illegal would it be to make some scans for us? :/
illegal enough to get him banned
I think I'll de-subscribe from the thread. From now on, it's media blackout for me.
See you at launch. 0/
Btw, that artwork is really amazing.
Noooooo don't leave. You need to see the artwork! It will make you anticipate the game even more.
THAT IS THE PROBLEM! x)
It's why I go with the logo'd wallpapers, the logo slapped there looks better than the tormentRPG.com watermark.It'd be even better without tormentrpg.com on top, just sayin'
First, in case you missed Thomas Beeker’s tumblr announcement at the beginning of May, we did achieve the $4.5M Stretch Goal!
Despite a strong rally throughout April, the total by the end of the month was a bit shy of the $4.5M mark, at $4,428,365. Early in the Kickstarter, we stated that the additional $200K contributed by Brian Fargo (@BrianFargo) and Steven Dengler (@Dracogen) wouldn’t be applied to our Stretch Goal targets and totals because those funds were intended to buffer against the fees and dropped pledges. But when we received the final tally from Amazon Payments, we were pleasantly surprised at how low the percentage of dropped pledges was.
So our net funding was more than expected and we are going ahead with both the stronghold and the expanded reactivity, length, and depth. Thank you all – every Stretch Goal we set was met!
RPG Codex Interview: http://www.rpgcodex.net/content.php?id=8971
I hate, hate, hate having a "sense of urgency" in a game where I'm rewarded for thorough and careful exploration. I recently finished MoTB, and it was very bad about this with its spirit-eater mechanics. Faked urgency is totally fine with me.During T:ToN, the player will be hunted by the Angel of Entropy. Many games settle for conveying a sense of urgency by faking an antagonist's pursuit via scripted sequences - no matter how tardy the Nameless One is, hes never going to be caught by the Shadows in the Mortuary or in the Buried Village - but youve stated on Reddit that there will be some pressure from behind. Should we expect time-limits, a la Fallout, or do you have other plans for giving the game's adversaries a sense of involvement in the story?
Were still talking about how exactly to implement this, and I dont want to give away too much too early, but were designing at a system in which youll know that its time to move on. Its not that youll always be looking over your shoulder, but if you spend too much time in an area without forward progression, the sense of menace increases until the menace actually arrives.
Again, I want to stress that we do want to keep the pressure on without making you feel like youve lost agency or that you have to save at critical junctures so you can go back and experience the game. We intend for this game to be deep and heavily replayable. We understand the tension between providing a sense of realism and urgency, and the desire not to create a frustrating, over-tense game experience. Developing this is part of our early process, and its an issue were looking at closely.
Its possible that others youve managed to antagonize or cross in some other way pursue you or lay traps for you. Its a dangerous world, and youre most definitely not the most dangerous thing in it. Weve had many new ideas since the Kickstarter and we may have played up our depiction of the Angel, but we will try to achieve that sense of urgency, yes. It wont be faked urgency we have no qualms about the outcome of the players choices resulting in Game Over. Were not going to push you into game-ending states at every opportunity, but were not going to go out of our way to make sure they never happen, either.
Good, meaty interview, but I'm concerned about something:
I hate, hate, hate having a "sense of urgency" in a game where I'm rewarded for thorough and careful exploration. I recently finished MoTB, and it was very bad about this with its spirit-eater mechanics. Faked urgency is totally fine with me.
If, by taking a long time in an area or by completing too many quests, later areas might have extra traps or enemies or whatever, I'd be fine with that. But time limits? I'll mod them out at the first opportunity I get, or have a stressful, severely compromised experience.
I'm not sure they kill gamer OCD. If anything, they exacerbate it. Look at the guides and discussion for Persona 3/4; now players not only have to worry about individual sequences, they can also spend time and energy obsessing over which sequences to complete, and in what order, and whether they should use a FAQ do get all the content in one playthrough or whether they should repeat 90% of the game to get at the bits of new content.time limits are great ways to kill gamer ocd, so I'm all for it as long as the game is enjoyable.
I'd do something more "event based" like persona 3/4 rather than an actual timer tho
gamer ocd is kinda wrong if the point of the game is not being able to do everything. you're not meant to be able to be bffs with everyone in persona 3, so you're limited in time and you have to choose, which makes your decisions meaningful and personal. people that are friends with everyone are free to do so, but they're basically "cheating" and they won't really 'get' the game.I'm not sure they kill gamer OCD. If anything, they exacerbate it. Look at the guides and discussion for Persona 3/4; now players not only have to worry about individual sequences, they can also spend time and energy obsessing over which sequences to complete, and in what order, and whether they should use a FAQ do get all the content in one playthrough or whether they should repeat 90% of the game to get at the bits of new content.
Anyways, there's nothing wrong with gamer OCD as long as all of the content yielded by obsessive exploration is actually worthwhile and interesting.
Don't get me wrong, I like Persona 4 so far, and I loved Devil Survivor, but the event-based time limits in these games hurt more than they helped. The in-game time limits in Fallout were even worse.