Showing posts with label colin mccomb. Show all posts
Showing posts with label colin mccomb. Show all posts

Tuesday, 28 February 2017

TORMENT: TIDES OF NUMENERA released

inXile Studios have released their long, long-gestating CRPG, Torment: Tides of Numenera.


A "spiritual" successor to the greatest CRPG ever made, Planescape: Torment (1999), Tides of Numenera is set in Monte Cook's Dying Earth/Book of the New Sun-inspired pen-and-paper RPG setting, Earth a billion years in the future where technology and magic have become indistinguishable. Colin McComb, one of the creative geniuses behind the Planescape D&D setting and a writer on Planescape: Torment, is one of the lead designers on the new game. Chris Avellone, the creative lead of Planescape: Torment, also contributed quests and prose to the new game, as has bestselling fantasy author Patrick Rothfuss.

So far Torment: Tides of Numenera has wracked up some excellent reviews. It is available now on PC, X-Box One and PlayStation 4.

Thursday, 9 February 2017

TORMENT: TIDES OF NUMENERA story trailer released

inXile Studios have released the story trailer for their roleplaying game Torment: Tides of Numenera. This is the "spiritual successor" to the classic Black Isle CRPG Planescape: Torment, set instead in Monte Cook's Numenera roleplaying setting.


A billion years into the future, a man strives to escape death by transferring his consciousness from body to body. However, each time he leaves a body, a new consciousness is born within. At first he embraces these entities as his "children" but as time passes he becomes colder and more remote, more willing to cast off these offspring. Until he transfers to his last body, and a new being is born...you.

Colin McComb, who co-designed and developed both the Planescape roleplaying game and Planescape: Torment itself, is the project lead on the game. Chris Avellone (CRPG demigod and lead developer of Planescape: Torment back in the day) has contributed quests and characters to the game, as has fantasy novelist Patrick Rothfuss (The Name of the Wind).

Torment: Tides of Numenera will be released on 28 February.

Wednesday, 14 December 2016

TORMENT: TIDES OF NUMENERA gets a release date

inXile Studios have confirmed that, after many delays, their crowdfunded computer roleplaying game Torment: Tides of Numenera will be released on 28 February 2017.



Described as a "spiritual successor" to the classic 1999 Black Isle RPG Planescape: Torment, Tides of Numenera is set a billion years in the future on (or near) a post-human Earth inhabited by the ruins of eight great civilisations. Heavily inspired by Jack Vance's The Dying Earth and Gene Wolfe's The Book of the New Sun, this is a deep, reactive CRPG which will encourage dialogue and puzzle-solving as well as violence as a way of solving problems.

The game is primarily written by Colin McComb, who wrote a lot of Planescape: Torment as well numerous Planescape sourcebooks back when it was a Dungeons and Dragons campaign setting. George Ziets (Neverwinter Nights II, Fallout: New Vegas) is another lead writer. Chris Avellone, the project lead on Planescape: Torment, has also contributed a couple of quests and characters, as has Patrick Rothfuss, the writer of The Name of the Wind.

This is one of the more promising CRPGs in development at the moment, and it'll be interested to see if the lengthy gestation period (the game will launch four years after its Kickstarter campaign started, which is a long time for an isometrically-viewed CRPG) will result in an appropriately impressive game.

Friday, 27 March 2015

Wasteland 2

AD 2102. The world is still basking in the afterglow of a devastating nuclear war. In Arizona, a law-enforcing militia known as the Desert Rangers is trying to bring justice and order to a land plagued by bandits, warlords and crazed cyborgs. When Desert Rangers start turning up dead, it becomes clear that someone or something has it in for the Rangers, and their attempt to find out who is responsible will take them to every corner of Arizona, and far beyond.



Wasteland 2 has an interesting history. The original Wasteland was a hugely successful, genre-defining roleplaying game when it was released by Electronic Arts in 1988, featuring a rich story and solid gameplay for the time. Brian Fargo and his team at Interplay later left EA to go solo. In 1996 they tried to get the rights to make an official sequel but EA turned them down. So they had to make a spiritual successor, a similar post-apocalyptic game with a nicely non-copyright-infringing, alternate-history twist to set it apart. The result was a game called Fallout. You may have heard of it, and its increasingly massive, mega-selling sequels.

Years later, after Interplay went down in flames and the Fallout franchise rights were purchased by Bethesda, Fargo and some of his team-mates regrouped as inXile Entertainment, purchased the Wasteland IP rights from a now-more-relaxed EA and raised over $3 million from crowdfunding. The game was finally released in September 2014. To say it represented a labour of love for its creators, who had spent a quarter of a century trying to get it made, is an understatement.

So much for the history, what about the game? Wasteland 2 is a top-down roleplaying title. You create a party of four characters from scratch who can then be joined by up to three additional companions as the game proceeds. You control the development of both the created and original characters, determining where skill points are assigned and what equipment they use. The game demands a fairly broad-based approach and it pays to split skills between party members, so making one a computer specialist, another a master lockpicker, another a medic etc is pretty much essential. All characters need to pour points into their fighting skills as well, with the game providing a nice variety of ranged (rifles, pistols, miniguns, laser weapons, sniper rifles, shotguns etc) and melee weapons. There are also non-violent skills, most notably the conversation skills which can dramatically change how conversations, quests and entire storylines unfold. Roleplayers will enjoy seeing how much combat in the game can be avoided by picking the right dialogue options and using either logic, determination or appeals to mercy as befitting the other character's nature.

Grenades and bazookas can be a vital equaliser in really tough fights.

Wasteland 2 is reasonably attractive graphically, although the first half of the game is very, very brown. You spend so much time zoomed-out it's not really a problem (the - fortunately very brief and rare - in-game cut scenes are a bad idea), and the game's excellent graphic design shines through at every point. The game employs the old Infinity Engine technique of having some well-designed maps and areas that aren't actually that huge, but cleverly-designed paths and well-placed enemies can make crossing them a lengthy challenge. There's also an absolute ton of them. Wasteland 2 is a massive game, taking most players north of 50 hours to complete (I did in 54, and that included rushing some late-game areas and not exploring every nook and cranny as it was no longer necessary) and does a good job of maintaining interest over that time. I certainly never found myself glancing at the time and wishing the game was over like I did through most of the second half of Dragon Age: Origins, for example.

The writing is pretty good, although inconsistent. Chris Avellone was parachuted in from Obsidian to help on several sections and his Planescape: Torment co-writer Colin McComb played a large role, resulting in a twisting and turning narrative which never shies away from asking hard questions and leaving players feeling that all choices are bad ones. However, some other sections of the game are more pedestrian and more easily resolved through combat. The writing is good but certainly not a major selling-point of the game (as it is for Pillars of Eternity, for example). Combat is more enjoyable, being turn-based and emphasising positioning and cover. XCOM fans will particularly enjoy the fights. As better weapons are secured and combat skills are levelled up, battles become more elaborate and enjoyable. However, towards the end of the game your party will start outstripping the enemies arrayed against it and tactics will become less important as you shrug off massive volleys of enemy fire like gnats.

Although your party does eventually become unstoppable walking tanks, it takes a while to get there. Unlike most RPGs, the game is pretty stingy with ammo and money. Looting items provides only a small return, while the cost of everything is absolutely astronomical. Late in the game I still found kitting my side out with enough bullets to get through a few fights without running dry to be ruinously expensive. It doesn't help that the game is also stingy with its vendors and their bank balances, sometimes necessitating large trips across the map stopping off at every merchant you know to stock up.

Despite small and undetailed textures, the graphics can be ocassionally excellent.

The other key weakness is the overly exacting use of skills. Having Safecracking and Lockpicking as separate skills felt like one step too far into pedantry, as was the splitting of Medic and Surgeon. It does force some hard choices in levelling your characters, which is good, but the gap between tough choices and unnecessary busywork is very small and the game does step over it several times.

Still, if Wasteland 2 repeats some of the mistakes of old-school RPGs, it also embraces some of the best bits. There are lengthy, branching storylines with multiple outcomes. Quests with three or four different outcomes which have associated subquests with their own branching endings. Entire storylines can be missed if you don't open the right door. Decisions made in the opening minutes of the game have huge consequences in the endgame. One wrong judgement during a particularly tense, dramatic confrontation with a bunch of warrior-priests can determine if a nearby town is enslaved, left alone or destroyed. Wasteland 2 gives every one of your decisions weight and consequence, and makes you care about those consequences.

Wasteland 2 (****) is occasionally tough, sometimes obtuse and perhaps overuses the brown texture colour a tad too much. It's also brilliantly designed, well-characterised and knows how to gut-punch the player when they're least expecting it. Amongst the recent surge of old-school RPGs it may be the ugliest (although this is very relative) but it's definitely one of the most rewarding. Wasteland 2 is available now on PC from Steam and GoG, with PS4 and X-Box One versions to follow later this year.