![]() ![]() ![]() ![]() Each time you died, you returned to that slab to start over, but at the cost of another’s life. In Planescape: Torment you played The Nameless One, an immortal who awakens on a mortuary slab. Every aspect has to click, each line of dialog has to contribute to the game world, and all of the playable characters need to be special. If it is going to be a true successor, it’s got to come out swinging. And it’s all headed up by Brian Fargo, who also oversaw a few games you may have heard of: The Bard’s Tale, Fallout, Fallout 2 and Baldur’s Gate.īut what looks good on paper might not manifest itself in the game that I want to play. Much of the music is being handled by Planescape: Torment‘s Mark Morgan. Aside from two of the original designers, a staggering array of talent is on board, including many of the crew that worked on the first game. Torment: Tides of Numenera took a mere six hours to fully fund on Kickstarter, and then broke records before hitting almost five times its monetary goal. A sequel to Planescape: Torment was pitched, and although the studio was unable to acquire the Planescape licence - and Sigil was off the table - they shifted the setting to Monte Cook’s world of Numenera. inXile Entertainment (including writer Colin McComb), were riding a wave of success off the back of Wasteland 2. It was esoteric, massively involved, and far too financially unsuccessful to justify a return to the world of Sigil. Despite its later success, I didn’t think it would ever get a sequel. ![]()
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