[KS] Torment: Tides of Numenera

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[KS] Torment: Tides of Numenera

Messagede Ialda le Lun 10 Fév 2014, 14:50

Pour copier Sch* et son sujet Mighty 9 ^^


Image



Torment car suite spirituelle de Planescape Torment, RPG sortis initialement sur PC en 2000. Le jeu avait été développé par Black Isle Studios, la division mise initialement sur pied chez Interplay pour travailler sur Fallout en 1997, et utilisait le moteur Infinity Engine mis au point par Bioware pour la série des Baldur's Gate.

Comme son nom l'indique, le jeu se déroule dans le décors de campagne Planescape pour Advanced Dungeons & Dragons - décors de campagne qui a pour particularité, contrairement à des décors de high-fantasy plus classiques à la Forgotten Realms ou Greyhawk, de proposer un "multivers" avec des mécanismes permettant de passer d'un plan de réalité à un autre - un "plan" représentants un univers avec ses règles propres régissant la réalité et qui peuvent être différentes de celles des autres plans.

Le jeu avait pour principales particularités de se focaliser presque avant tout sur son intrigue (trop même au goût de certains) et de laisser un vaste choix de possibilités au joueur pour résoudre chaque situation; il est notamment possible de terminer le jeu quasiment sans combattre.

http://www.eurogamer.net/articles/plane ... rospective
http://www.rockpapershotgun.com/2007/09 ... e-torment/
http://www.grospixels.com/site/planesca.php

Un des liens les plus flagrants entre les deux Torment est l'exploration d'un thème lié à la nature de l'humanité :

From “What can change the nature of a man?” to “What does one life matter?”. What kind of adventure is Tides of Numenéra?

Colin McComb, creative lead:

[..]

That’s the high-level, thematic concept. Beyond all that, we’re putting you in the place of the Last Castoff. You’ll be playing the game as someone who was born inside a body that has already been used. Your sire is the Changing God, a man who has cheated death by growing bodies and transferring his mind into them, casting those bodies aside when he has achieved his goals. You’re the latest – and the last – in the string of bodies he’s created to house himself. Your consciousness born when his fled your body, you awaken in a world that is immeasurably strange, where technology is so advanced that it seems like magic, where you might learn to control some of the fundamental forces of the universe. You might take a sentient, shape-shifting ball of goo as a companion, or a knave who can change her face with the touch of a button, or a warrior whose weapons change form to match his personality. You’ll travel through forests that devour cities, explore inside the guts of vast predators, traverse impossible deserts, and confront enemies inside a caldera once used to refine ores for spacecraft. It’s fantasy crossed with science-fiction crossed with the far reaches of the mind.

Interview IGN 02/04/2014




Tides, pour le système de moralité censé remplacer celui, classique car tiré de Dungeons&Dragons, de Planescape Torment. Chacun des choix du joueur aura une conséquence sur le système de moralité de son avatar, organisé autours des cinq pôles suivants :
Dorée pour l'empathie.
Bleue, la raison.
Rouge, la passion.
Indigo, la justice.
Argenté, la quête de puissance.

Image




Numenera : réutiliser le décors de campagne Planescape aurait pu poser problème car il aurait fallu en négocier les droits avec un Wizards of the Coast qui, de plus, ne doit probablement pas avoir grand intérêt à rescusciter une gamme à laquelle ils ont mis fin en 1998.

Un nouveau décor de campagne a donc été utilisé, il s'agit du Numenera de Monte Cook (designer de JdR, entre autre la campagne Dead Gods pour Planescape mais aussi ce fantasme de joueur de JdR que représente la campagne en milieu urbain avec son Ptolus) financé lui aussi sur Kickstarter fin 2012 :

Numenera est un jeu de rôle se déroulant plusieurs millions d'années après aujourd'hui, dans le futur très lointain du 9e Monde. Ce nombre fait référence aux huit mondes, ou ères, qui ont précédé la période de jeu. Elles constituent autant de périodes d'inventions et d'évolution formidables aujourd'hui perdues.
La Terre est retournée à un stade quasi-antique dans une ambiance de fin du monde. Cependant, des objets et artefacts des ères passées ressurgissent parfois. La population n'en comprend pas toujours le fonctionnement, et les utilise parfois à des fins différentes de ce pour quoi ils ont été conçus. Ils n’en sont pas moins des atouts utiles, voire indispensables, à la survie de la population... Les enjeux de Numenera résident dans la capacité de personnages héroïques à mettre à jour ces traces des mondes anciens et à faire des découvertes qui permettront à leurs pairs de survivre quelques mois, quelques semaines de plus.

http://www.legrog.org/jeux/numenera




Liens :
https://torment.inxile-entertainment.com/
http://tormentrpg.tumblr.com/
https://www.kickstarter.com/projects/in ... a?ref=live

déjà un wiki, même si à l'état embryonnaire
http://numenera.gamepedia.com/Numenera_Wiki
... et une page tvtropes

Torment Design document :
https://docs.google.com/file/d/0BxMevjN ... 1&sle=true

__________

Petit extrait de l'article W2/Torment dans le numéro de décembre de CPC :

La première démo m'a offert une petite incursion dans une dimension où deux entités, représentant plus ou moins l'ordre et le chaos, étaient enchainées. Dans le fond, leurs minions respectifs s'affrontaient pour les libérer. Allais-je laisser les choses en l'état sachant que l'un des deux finirait par triompher grâce à ses troupes plus nombreuses ? Tenter d'aider un camp en particulier ? Mais les aider par quel moyen ? Est-ce que défendre le tenant de l'ordre, déjà bien affaibli, en me montrant proactif et brutal - par exemple en détruisant le générateur qui alimente les barreaux de sa geôle - ne se révélerait pas contre-productif en favorisant la philosophie chaotique ? Et pour quel bénéfice, quelle conséquence ? Détail délicieusement élégant, le choix d'une réplique provoquait le passage d'un tour de jeu pendant lequel les minions des deux camps progressaient lentement vers leur objectif. [...] le seul cas de figure absent au final était la possibilité de prolonger le statu-quo, un concept inconciliable avec la plasticité de Torment.


__________

Dernier update en date : Torment utilisera donc bien le moteur de Pillars of Eternity, décrit plus en détail la gestion de l'équipement...

First, the Equipped Slots. Torment will have slots for the things you’d expect, plus a few more: Armor, Helmet, Gloves, Boots, Cloak, Rings, Belt, etc. PLUS Alteration Slots and up to three Untethered Slots. Alteration Slots are for things like tattoos, piercings, implants, etc. Like the tattoos in PST, party members will be able to purchase alterations, and the Last Castoff can even collect special ones that reflect your choices in the game. Whether some of these alterations are permanent is still TBD.

Untethered Slots are for equippable items that don’t need to be held or carried—for example, a stone that floats around the wearer’s head or a prehensile tail that grafts to her body. Most characters will have at least one Untethered Slot, but some (particularly those who train in the Concentration Skill) will be capable of handling two or even three such items.

Quick Slots are for cyphers and other items that you want easy access to. Outside of a Crisis, these slots are just for convenience, and you can swap things in and out of them without penalty. During a Crisis, you can use items in your Quick Slots quickly, but moving something from your pack into a Quick Slot will cost extra time. Additionally, some special items or abilities may give you another Quick Slot to use.

Weapon Slots in Torment will use the concept of weapon sets. You can designate up to four weapon sets and can switch between them easily. You can, of course, change what’s in each weapon set at any time, but doing so during a Crisis will take valuable time.

Our weapon sets are representative; you’re not physically moving weapons from your bag into your hand, rather you’re defining four different—possibly overlapping—configurations of your weapons. For example, let’s say that you’ve picked up an Energy Buckler that you want to use as your main shield. Normally, you’d equip the shield and melee weapon, but when a situation called for your Stingcharge (a one-handed ranged weapon), you’d either have to (a) switch to a weapon set without the shield, (b) use another (lesser) shield for the Stingcharge’s weapon set, or (c) waste Crisis time moving the Energy Buckler into the same set as the Stingcharge.

With representative Weapon Sets, you can define Weapon Set 1 to be your Disruption Blade and Energy Buckler, and you can still use the Energy Buckler in Weapon Set 2 (defined as Stingcharge plus Buckler). So you don’t lose time and you don’t have to carry around multiple shields.




...de son loot...

1. Mundane Items: Anything Ninth Worlders can easily make or find (anything from swords and lockpicks to glowglobes, synth armor, and sprayflesh (the Ninth World equivalent of a healing potion)).
2. Oddities: Pieces of the numenera that are strange, but rarely useful: a silver ball that perpetually drips perfume, a synth mug that keeps whatever you put in it warm, or a button that, when pressed, sends you back exactly 1 second in the past.
3. Cyphers: One-shot, highly useful pieces of the numenera (you’ll find a lot of these).
4. Artifacts: Like cyphers, but they can be reused and can often be cobbled together with other things to make new devices. These also include the components and power sources used in the crafting system.

Loot drops—whether from a dead NPC, a locked chest, or something else entirely—will be pseudo-randomly generated (though not purely random, and major, unique items will almost always be intentionally placed). Each of the above loot types has a weighted chance of appearing in a given drop based on a few things: how far you are in the game; what type of loot drop it is (more on that in a second); whether the drop is Poor, Average, or Rich; and other customizations from the area designer. The result will be balanced loot drops that feel right for the area or NPCs that dropped them, while keeping new playthroughs interesting with new or different items each time.

There are also two different types of loot drops. Unlike most fantasy settings, Numenera’s magic items (oddities, cyphers, and artifacts) aren’t usually lying around in a treasure trove. They might be, but Numenera is about discovery, and often the player is actually scavenging and cobbling these things together himself. In Torment, we abstract that with two kinds of drops: Ninth World Loot Drops and Scavenged Loot Drops.

Ninth World Loot Drops are the stuff that’s just lying around for the player to pick up. It might be from an NPC’s pack, locked in a chest, or bought from a merchant. The key criteria here is that someone in the Ninth World must have left it there.

Scavenged Drops, on the other hand, are loot directly from the prior worlds, untouched by any Ninth Worlder. They might be parts you find in an old machine, or items scavenged from a pile of rubble that’s millennia old. You won’t find short swords and steel greaves in a scavenged drop. You’ll always find the good stuff.


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Re: [KS] Torment: Tides of Numenera

Messagede Afloplouf le Lun 10 Fév 2014, 23:48

T'es motivé, le jeu ne sortira pas avant 2015, au mieux. Et comme le dit RPS, clin d'œil du destin, l'histoire se répète façon Infinity Engine 2.0 avec le coup de reprendre le moteur développé par Obsidian pour Pillars of Eternity. Ceci dit j'attends encore plus impatiemment Tides of Numenara face à ce dernier grâce à son univers moins classique. Ceci dit PoE devrait déjà pas mal nous occuper dès cette année. 2014 cette année où il faudra prendra un congé sabbatique d'un an (et cela dès la semaine prochaine) pour avoir le temps de jouer à tous ces jeux qui promettent tellement. Et plus spécifiquement, autant 2013 était chiche en RPG, autant là y'en aura à plus savoir qu'en faire, aussi bien en A-RPG qu'en RPG tactique du reste.
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Mar 11 Fév 2014, 00:27

D'ailleurs tu tiens le coup avec la nouvelle du report de la sortie de Divinity : Original Sin au printemps ? :mrgreen: mais tu me diras aussi que c'était assez prévisible ^^

Afloplouf a écrit:T'es motivé, le jeu ne sortira pas avant 2015, au mieux. Et comme le dit RPS, clin d'œil du destin, l'histoire se répète façon Infinity Engine 2.0 avec le coup de reprendre le moteur développé par Obsidian pour Pillars of Eternity. Ceci dit j'attends encore plus impatiemment Tides of Numenara face à ce dernier grâce à son univers moins classique. Ceci dit PoE devrait déjà pas mal nous occuper dès cette année.


Le rapprochement est amusant :lol: (par contre, l'expression "moteur développé par Obsidian" a un je-ne-sais quoi d'inquiétant :lol: )
J'attends aussi PoE mais plus comme proof-of-concept, comme preuve qu'un RPG iso à la Baldur Kickstarté en 2013 peut fonctionner, en terme de présentation mais aussi surtout de contenu, et donc de voir si Torment derrière a une chance de fonctionner (pas fan des univers de fantasy trop classiques ^^ ).

Pour les autres RPG de l'année, Child of light bientôt ? Drakengard 3 uniquement en démat en Europe :( et je ne sais plus si Wasteland 2 et Witcher 3 ont une date ?

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Re: [KS] Torment: Tides of Numenera

Messagede Afloplouf le Mar 11 Fév 2014, 01:02

Ialda a écrit:(par contre, l'expression "moteur développé par Obsidian" a un je-ne-sais quoi d'inquiétant :lol: )

Mauvaise langue. :40:

On peut se dire aussi que leurs jeux sortaient bugués car ils avaient toujours beaucoup d'ambition et que ça collait pas forcément avec une date de sortie bien précise des jeux publiés par les gros éditeurs. :twisted: Plus sérieusement, ils ont reconnu qu'ils avaient un gros problème avec la qualité et ils ont promis d'avoir remis tout ça à plat pour leurs prochains jeux dont PoE. Bon au moins eux sortaient les patchs avant les DLC...

Côté autres RPG, il y aura Divinity: Original Sin et Wasteland 2 pour le RPG tactique, The Witcher 3, Dark Soul 2 et Dragon Age: Inquisition (non pour celui-là je déconne) et Hyper Light Drifter (Ok lui je parierai pas forcément sur une sortie cette année) pour le A-RPG, Child of Light et South Park: The Stick of Truth (Obsidian rulez !) pour du JRPG. Et je compte que le PC, doit y avoir des titres exlus sur consoles portables/de salon. Don y'a vraiment de quoi faire, tout le monde devrait trouver chaussure à son pied.

Bon pour varier de l'ambiance fantasy, faudra attendre 2015 (Tides Of et Cyberpunk 2077 sans oublier peut-être ME4).
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Re: [KS] Torment: Tides of Numenera

Messagede Sch@dows le Mar 11 Fév 2014, 17:03

Copiteur !
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Jeu 03 Avr 2014, 13:30

Une nouvelle interview sur IGN avec l'équipe; très pédagogique, réussit très bien à expliquer le thème et les principaux concepts du jeu :

http://za.ign.com/en/feature/2826/cheat ... f-numenera


In western RPGs, every time we’re asked to choose between options, it's inevitable to choose between either "good" or "evil". In Tides of Numenéra, you are using the Tides and Legacy. What can you tell us about them?

Adam: From the beginning, we have intentionally veered away from limiting the player's choices to good vs. evil. Life is rarely so black and white, so TTON is about difficult choices and ambiguous heroes and villains. So the Tides have nothing to do with good or evil, nor with the player's motivations. They judge what the player does, only venturing into motivation when the player explicitly voices it.

The Tides encompass five broad concepts. Blue represents reason, wisdom, and enlightenment. Red represents passion, emotion, and zeal. Indigo represents justice, a global worldview, and actions that benefit the greater good. Gold represents empathy, compassion, and sacrifice. Silver represents influence, respect, and power. Many of the player's actions and words will increase different Tides, until one or two Tides are considered "dominant."

The player's dominant Tides, then, determine their Legacy, influence some of the people around them, serve as a reputation for the player, and have some gameplay effects. They will rarely define a major branching of the game, but they should provide subtle reactivity throughout.

How many different stories will we live as the Last Castoff? How long will Tides of Numenéra be?

Colin: The player will inhabit several different bodies in this game – but keep in mind that those experiences are more in the nature of vignettes or short stories, with a curtailed playing time, so they won’t make up the bulk of the game. They will, however, drive a number of choices and deliver specific information, and we hope that they’ll create a cool counterpoint to the main part of the game. It’s impossible to talk about length right now. Torment will be as long as it needs to be to tell the Last Castoff’s story. We will favor polishing the experience over adding filler content, because a shorter, more intense-but-fulfilling game is more in the spirit of Planescape: Torment. It’s also worth noting that the reactivity we are implementing increases the replayability of the game, rather than making it longer. We want this game to be something you can play again and again, and find delight in each time.


1. Oddities are relics of the past that are wonderful and strange but ultimately have very little utility for an adventurer, and thus little or no gameplay impact. For example, a glass sphere that appears to contain an entire ocean inside, complete with tiny little whales and sea monsters. Or a square plate that reverses gravity such that you can put items on the bottom of it and they will stay, but if you put them on the top they fall off. Thematically, oddities emphasize the power and incomprehensibility of the past civilizations. Mechanically, they serve as a kind of gem, being saleable for a little coin—occasionally you might find a gameplay use for an oddity, but it will almost never be the use for which it was originally intended. Narratively, oddities should be some of the most fun descriptions to write and read.

2. Cyphers are one-shot items and always useful. Numenera cyphers are typically more powerful than the consumables in other RPGs. Certainly some are healing potions or buffs, but others can confer the ability to teleport, rest anywhere, cause a massive earthquake, or many other things.

3. Artifacts are devices from prior worlds (or cobbled together from the detritus of those prior worlds) that can be used more than once, sometimes indefinitely. They are not always as powerful as cyphers (though some are), but because they can be reused, and in many cases repaired, they are powerful in a different way.


The Changing God, a millenary being who had lived uncountable lives in uncountable borrowed bodies, seems to be inspired by the Transcedent One, who did the same through the incarnations of the Nameless One. What makes Tides of Numenéra a sequel of the first Torment? Are both games connected?

Colin: That’s an interesting comparison; it might be more apt to compare the Changing God to the Nameless One, but as a man who remembered his lives. But even that’s not a 1:1 analogy; the inspiration comes from a number of different sources, in part humanity’s endless quest to extend its lives just a few more years. When Adam and I were first talking about our main characters, we talked about the Nameless One and wondered what a person who could truly cheat death would be like… especially if he couldn’t keep his first body.

We’re not a direct sequel to Planescape: Torment, though, and even if we could explicitly connect the fiction of the two, we wouldn’t want to. The story for Planescape: Torment has been told, and its story is complete. The unanswered questions make its story sweeter and more thought-provoking. We hope to do the same thing with our story.



____________

Description des Sagus Cliffs dans l'update du 27/03/2014

https://www.kickstarter.com/projects/in ... or=6323650

Du chouette concept-art...

Image

...à la version pré-prod du projet qui détaille l'organisation de la ville :

Image

There’s a road that travels past the Clock of Kala, Beyond the Beyond. Past marshlands polluted with the runoff of eons-old chemical processes, past broad plains where enormous aerial predators swoop upon unsuspecting caravans, a trade road connects to the territory called the Sagus Protectorate. It is here that we enter the lands you’ll explore in Torment.

The Sagus Protectorate, so named after an early settler in the area, lies between the sprawling, occasionally carnivorous Arvrin Wood to the west, the storm-swept Garravia Sound to the east, and the Verxulian Waste to the south.

[...]

Sagus Cliffs is a city built atop a cliff and winding its way down through switchbacks and cutout caverns. Lush green terraces overhang the ocean below. Some of the houses, clustered together underneath one of these dripping terraces, are little more than shanties and hovels. Some of those in the open air are strangely fluted spires, delicate works of marble and glass. The city is vast, both vertically and horizontally, built on preceding generations, and the architecture is incredibly mixed. Some of the houses are built out far over the water below, precariously holding through elaborate winches, pulleys, and wires. Some have no such support, practically hovering under their own power. But the old ways still hold – literally – sometimes clinging to the last scavenged beams on which they were originally erected, with bridges of coherent light helping to hold together the city’s economy.

At the base of the cliff, the ocean crashes and swirls around the rubble of fallen houses. The city extends downward even here…

[...]

The Sagus Protectorate was once a respectable kingdom, if not quite an empire, but has shrunk to the immediate environs of its once-proud capital city, Sagus Cliffs. For hundreds of years, Sagus Cliffs has acted as a conduit for numenera between the west and the waters of Garravia Sound - travelers who wanted to use the harbor of the city of the ancients had to pay a nominal fee in numenera, shins, or labor. The city began to collect a treasury, and they used the power they accumulated to expand their borders significantly.

Two centuries ago, the city was on the verge of expanding its reach again when a slave revolt spilled from the depths of the nearby Bloom, toppling the power structures of the city and forcing a dramatic rewriting of Sagus Cliffs’s plans for the future. For nearly a hundred years, the aristocrats and the wealthy laid low, moved their money around, and pretended to be paupers along with the rest while they slowly co-opted the former slaves with money and prestige. Once the slave leaders settled into the familiar ritual of establishing place and rank, believing in the importance of law and property, the old families began to reestablish their claims. By intermarrying with the children of the former slaves, the old aristocrats seized on the new power structure, and thus returned themselves to power as the Slave Families – a cruel joke, considering that most of the actual slaves had been neatly excised from the families.

Today, Sagus Cliffs is a city of maybe 90-100,000 people. They regard themselves as the rulers of the entire Protectorate, but in practice they rule little outside their walls; the city’s leaders are more concerned with besting one another politically and socially than with maintaining the land outside their shell. They scheme and jockey for position, retaining the city’s imperial pretensions and enslaving its residents to the mindset that their glory will rise again. Sagus Cliffs shows every sign of an empire in decline, with decadence the order of the day.

Three walls define the city. The first is a low plas-steel wall around the perimeter of the new city that girdles the city’s outskirts – that is, any of the part of the city that sits on the broad plain before the great walls of the interior rise up. The plain approaches the headlands of the Sagus Cliffs as a crammed and stinking slum. A variety of architectural styles are in play here, evidence of decade after decade of gentrification and the inevitable decay of the neighborhoods. Major streets are wide, suitable for marching a column of troops, while some of the side streets and alleys are barely wide enough for a single automaton-led cart to roll through. The area is grimy, like living in the shadow of a smokestack. There are manufactories large and small here, smelters and smithies, tanners and slaughterhouses. Many blocks are deserted, desolate, burned out… it has been easier to move than to rebuild in this greatly shrunken city.

The second wall is a shimmering haze, a shield against the deadly nanite storm known as the Iron Wind. It protects the old city like a curtain wall around a castle, and in times of danger the Aeon Priests in charge of its workings can harden it against other threats as well.

The third and inmost wall is older and more physical, and it marks the change between land and sea. Ancient weapons powered by armatures mounted on this wall can fire at enemies kilometers away, toward both land and sea. This is the city center, where the city’s council meets, where universities and artists build and catalog culture and learning, where the economic hub of the entire area comes into sharp focus. It is here that the wealthy dwell, looking across the storm-swept sound, plotting to advance themselves against their compatriots.

To the northeast, the alien growth called the Bloom squats, its tenebrous fibers gripping the walls of the gully through which it heaves itself by miniscule increments every year. Its reach extends into other dimensions, burrowing holes in the fabric of reality. Merchants move into these places, seeking wealth from exotic worlds to bring back to Sagus Cliffs, and stranger things move to and fro on these tendrils, slipping into our space and time from parts unknown. The Bloom is a constant reminder of the dangers of the Ninth World. The people of Sagus Cliffs regard it as a menace and a nightmare, and respectable residents of the city don’t go there if they can avoid it (though they’ll gladly accept the merchant trains that traverse its paths, and some of them go slumming for exotic drugs and experiences).

Sagus Cliffs is the primary trading hub for many hundreds of kilometers – ships sail the nearby inland sea; gyrocopters buzz the harbor; homes and buildings extend beneath the waves with a crystal dome offering protection against the water. The dome is sectional; some of it has broken and water has flooded those portions of the city. Great intakes and outflows, a vast pumping machinery, still operates after millennia, an unintended gift from the previous, vanished residents of this area. Sputtering dirigibles and small airships land outside the city’s walls. Factories are here, as well as numenera counting-houses, temples, universities, criminals, many (many!) residential neighborhoods ranging in quality from poor to ultra-wealthy, factions, cults, and more. As with any city, it has its own needs: infrastructure, sanitation, light and heat, refuse removal, protection, and more. They heave most of the city’s detritus into the nearby Bloom, trucking vast quantities of garbage into alternate dimensions.

The governmental structure of Sagus Cliffs is an aristocratically elected council, with a leader selected by the councilors. The Slave Families each send a representative to the council. These representatives choose one of their own to serve as leader of the council for a year. Other representatives on the council include: one chosen by the Memovira, the de facto ruler of the Bloom and a member each from the Sounders’ Guild (the sailors), the Bridgers’ Guild (the infrastructure and road people), the Mercantile Exchange, the Slavers’ Consortium, and a representative from the University – this latter being more frightened of the real-world power of the Slave Families and thus easily cowed by one faction or another.

The city is a morass of competing influences: economic, political, social, religious, and intellectual. The blatant corruption of the system makes cynics of all its residents. They trust few people, have mercenary hearts, and are quick to take advantage of others. Even the altruists of the city must approach their dealings with cynicism, lest they be taken advantage of by less scrupulous partners. They consider themselves cosmopolitan, able to deal well with people from all walks of life… but they fear to venture far from the city’s walls, and they are quick to judge those who venture within.



Culture décadent, un grand classique de la fantasy (même un peu trop, par rapport au rulebook Numenara qui semble insister sur le thème d'une nouvelle ère où tout est possible); pour un peu, presque surpris que le texte ne mentionne pas si la population sacrifie à Arioch.

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Re: [KS] Torment: Tides of Numenera

Messagede Aer le Jeu 03 Avr 2014, 13:48

C'est à Moloch qu'on fait des sacrifices, par le feu.

Intéressant à lire en effet, reste à voir le produit final mais la confiance est la.
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Jeu 03 Avr 2014, 13:50

Oué, t'as peut-être pas tort, et puis Arioch c'est que les peuples d'albinos.

(tu ressort de la lecture d'Ad Astra, avoue :) )

Aer a écrit:mais la confiance est la.


A bloc ! :24:

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Re: [KS] Torment: Tides of Numenera

Messagede Aer le Jeu 03 Avr 2014, 15:01

Non, juste une passion commune pour le Génie des Alpages avec Tetho :p.
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Lun 26 Mai 2014, 12:20

- Interview de plusieurs designers sur le codex :

http://www.rpgcodex.net/content.php?id=9462

- Chris Avellone par Matt Chat


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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Ven 13 Juin 2014, 01:13

Nouvelle update :
https://www.kickstarter.com/projects/in ... sts/874905

Plus de temps passé sur Wasteland 2, donc plus de temps en préprod sur Torment, donc l'inévitable arriva :

the first half of 2015 isn't realistic anymore and we’re looking at the fourth quarter of 2015.


D'oh. Bon, pas une surprise non plus, et on aura déjà suffisamment de titres pour s'occuper d'ici là.

Des détails sur leur process de production limitée, et sur la techno empruntée à Pillars, sont intérressant à lire, le gros morceau de l'update restant :

The Tabaht

Colin here with another lore passage. As before, this is background material and its direct relevance to TTON’s story might be as minor as an item description or as major as, well, something major.

In the earliest histories of the Ninth World, the area south of what is now the Sagus Protectorate saw the marching armies of the Tabaht, a lone tribe that claimed dominance over a vast swath of land. They warred with one another across the face of the Protectorate – as with most warriors, they fought for resources, for territory, for status, for some biological imperative, but most of all they fought to control the Underspine, a great, curving, jeweled structure in an exquisitely carved underground city. Though no reliable records exist to tell the truth, it is thought that the Underspine was both god and servant to the Tabaht, conferring enormous power and directing their people. The histories that remain tell that the Tabaht saw themselves as the chosen people, the rulers of what they called New Earth, but that they must prove themselves against pretenders of their own kind and against those who would seize the land from them. They swore by their honor, though it was (by our standards) a strange and twisted honor that held single combat as the noblest expression of self.

Whatever the truth behind their belligerence, the Tabaht marshalled armies unparalleled in the Ninth World. Although they found a number of devices that could destroy armies in an instant, they eschewed the use of such weapons and vowed annihilation on those who employed them. The Tabaht intended to be the rulers of the new Earth, after all, not the keepers of a destroyed slag pit. They wielded fearsome weapons despite that: beams of plasma, spears of flame and frost, monofilament-tipped shafts fired from hand-held launchers that could penetrate even the strongest defenses, and more. They also activated war constructs, killing machines left over from millennia before, using these machines as prizes, spoils, and dowries. They traveled far to find their weapons, seeking caches of dangerous devices that they could modify in their inimitable style.

Though they did not generally despoil the land with gravitics, magnetics, and time-bending disruptions, their tall, two-legged mounts tore at the earth with their claws and the defenders tore trenches from which to fire their weapons. Some of their battlefields still remain, the trampled soil watered so heavily with blood and the strange energies of their weapons that nature has not yet reclaimed them. Their dominance spanned at least two centuries.

One thing united them, though: outsiders. The Tabaht first thought to exterminate the interlopers, and then enslaved them. Using their slaves to uncover their foes’ defenses, to clear undetonated ordinance, or – occasionally – to replenish their own larders, the Tabaht became a nightmare for the clans and tribes who existed outside the protection of the Underspine.

The newcomers learned to settle outside the Tabaht’s range, but even this was no guarantee of protection. The raiders drove them into the fertile but reality-warping valley surrounding M’ra Jolios, into the lava pans of Ossiphagan, and even up to the ruins that would one day become Sagus Cliffs. It was from these ruins that the others at last learned how to fight back, and from here that they based their power. It was because of the Tabaht that the Sagus Protectorate arose, a band of settlers who had been harried far enough, and who found weapons of their own in the ruins of the old city here and learned how to activate the shields that protect the city even now.

Though there were never official embassies or treaties, the Tabaht at last stopped harassing the Sagus Protectorate, turning their attentions inward. They began to decline, though occasional war bands would ride out again, harrying mutants, abhumans, creatures of nightmare, and other human foes from their lands, trying to destroy the interlopers. Some of their leaders – Kon Virtih, Haran Ein, Sekin Vandars – still live in fairy tales and myth.

But the Tabaht themselves seem to be long gone, their kind wiped out or vanished. Not by the hand of any foe, though: their destruction was not by warfare, but by accident. A massive detonation brought their city down upon their heads, burying both their leaders and the Underspine, and without their god-servant to guide them, the Tabaht scattered into smaller and smaller tribes over the course of a handful of years, becoming first raiders and then extinct as the Tabaht’s long-subjugated enemies wrought their revenge.

The land still shows signs of the Tabaht civilization. Some of their weapons still turn up, crafted and bonded numenera with their distinctive stamp and style on them, cruel weapons of gray and black that rip and tear their targets. Old histories record some of the bloody count of the Tabahts’ battles. But of the Tabaht themselves, they live only in memory and in histories of their genocides.

The Tabaht make a background appearance in two of our From the Depths novellas: Adam’s novella of the Gold Tide, driving the hero’s people into the inhospitable ruins of Ossiphagan, and also in Ray’s novella of the Indigo Tide as a force of catastrophe and ruin, penning their enemies into the mind- and space-bending environs of the valley of M’ra Jolios.

What did the Tabaht look like? From the moment Adam mentioned them in his novella, I saw the poster for Ralph Bakshi’s Wizards, but more grim – with the mood of Frank Frazetta’s “Death Dealer”… and it’s only now, seeing these two side-by-side, that I realize that the Wizards poster was likely inspired by Frazetta.

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Re: [KS] Torment: Tides of Numenera

Messagede Aer le Ven 13 Juin 2014, 01:28

Owi le Death Dealer ~~.
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Ven 13 Juin 2014, 01:37

Loin de me douter que le personnage pouvait avoir pu être si iconique avant de lire l'article Wikipedia.

Oy, un comics dessiné par Bisley... ?

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Re: [KS] Torment: Tides of Numenera

Messagede Aer le Ven 13 Juin 2014, 10:36

When you dont afraid any sunshine, come on baby !

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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Ven 13 Juin 2014, 10:50

Tudieu.


Je connais mal son boulot, dans le cas de Bloodlust c'était quoi ? Rééutilisation systématique d'oeuvres existantes, travail de commande... ?

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Re: [KS] Torment: Tides of Numenera

Messagede Aer le Ven 13 Juin 2014, 10:53

Réutilisation des oeuvres de Frazetta pour les covers de chaque bouquins. A l'intérieur c'était du Varanda comme sur INS/MV.
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Re: [KS] Torment: Tides of Numenera

Messagede Mattosai le Sam 14 Juin 2014, 01:01

Ahhh bloodlust et ma vieille êpée a 2m , avec sa bouche qui ne servait pas qu'à parler et ses excroissances ci et là, que de souvenirs :05:
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Mar 22 Juil 2014, 21:13

Trad en anglais d'une itw donnée sur un site polonais, pleins de détails sur les mécanismes ont été donné :

The Legacy System expanded from six to sixteen different variations during the Kickstarter campaign. Could you elaborate on that? How are they going to affect main story? Can we compare the number of legacies with number of possible endings?

Adam Heine (Design Lead): So the sixteen legacies are determined by your Tides. The PC (player character) will have up to two Tides that are "dominant" – that have been increased significantly more than the others Tides. The sixteen legacies, then, are all possible combinations of 0, 1, or 2 Dominant Tides. So talking about your Legacy and your Dominant Tides is kind of the same thing.

Your Dominant Tides will affect a number of things ranging from subtle, cosmetic aspects to unlocking unique content. Some NPCs will react to you differently. Items and abilities might have different bonuses. Certain actions might work better if you have the right Dominant Tide(s)—for example, requesting an audience with a city's leadership might succeed immediately if you have a Silver Dominant Tide. So while the legacies won't change the main story per se, they can affect how you approach it.

And the sixteen legacies will definitely be tied into the ending, although we won't have sixteen different endings. There will be a few main endings, and then a lot of different... pieces that combine into your ending. (So technically I could say we'll have dozens – maybe hundreds – of endings, but that would be marketing spin, and I'm not going to do that to you).

Adam Heine: A lot of TTON's character progression is based on the Numenera tabletop game. It is a level-based system, but not as stringent as traditional RPGs. Character spend XP on different aspects of development: skills, stats, etc. And after every four aspects they develop, their character goes up to the next level or Tier. At each new Tier, they gain new abilities from their class (called their Type in Numenera) and their Focus.

The tabletop game caps characters at 6th Tier. That sounds low, but given the way XP gains and expenditures work in the game, it works out pretty well, timewise. Torment will probably stick to that same cap, but we can't say for sure until we have more of the game built and can really start to balance things.

XP in Numenera is gained through "discovery." In a lot of ways, this is what you'd expect: you gain XP from solving quests, finding out cool things, fixing problems, etc. One main difference between Numenera and other RPGs is that you don't gain XP just from killing bad guys. Killing is just a means to an end. It's a valid means in a cRPG, of course, but the end is where you get the XP, regardless of how you got there. So if you kill, it's because that's the way you choose to solve your problems, not because you wanted more XP.

Jeremy Kopman (Crisis Designer): A Crisis will occur in any situation in TTON where the passage of time is important to the way that encounter plays out. The simplest form of this would be combat, where it is important when each character takes their action. A more complex Crisis could include combat, dialogue, stealth, or interactions with the environment – as long as there is some reason for these elements to be time-sensitive, such as a ticking detonation device, a rising tide of swirling caustic chemicals, or a phalanx of guards marching toward your hidden party. The comparison that has been a guiding principle in our development is a tabletop RPG encounter. In a tabletop game, when you get into combat, you aren’t restricted to sword-slicing and spellcasting. If you are playing a physically strong character, you can ask if you can push a boulder in front of a door to cut off some enemies. If you’re playing a charismatic character, you can talk the enemies down. These types of options will be available to you in Crises. And the Crises will also have narrative significance, if not in the main storyline, then at least in local events – much like in some tabletop campaigns.

We’re planning to have at least 10 full-scale Crisis situations throughout the game, with our goal being that you’ll engage in them with enough regularity to keep the pace varied and interesting. But you’ll probably notice that you aren’t entering combat as often as you would in a more conventional RPG. We plan to have potential smaller fights and time-sensitive situations, but the brunt of our efforts will be on refining the major Crises. With this focus, we’re hopeful that we can craft each situation to be as responsive and reactive to a player’s choices as possible. Since we can’t be quite as flexible as a human GM, we’re investigating UI elements and approaches to the environment art to help players understand what they can interact with and how, as well as knowing what to expect to happen when they do so. While none of this may directly assuage the fears of people who are more interested in the fast pace of RTwP combat, we think that the greater array of options and tactical decisions allowed in Crises will convince them that we made the right choice for TTON.

We recently announced Q4 2015 as our release date, which takes into account the additional time that Wasteland 2 has been in production. We won’t announce an exact release date until close to then as we want to continuously be able to make decisions based upon what’s best for the game. It can be unwise to speak of a release date until the game is good enough to ship.


Dans toutes ces idées c'est celle des Crises que je préfère; dans un JdR classique sur table, les règles permettent de gérer la plupart des les conflits qui peuvent survenir durant une partie - joueur contre joueur, joueur contre MJ, joueur contre système - là où traditionnellement et jusqu'à maintenant, les RPG sur PC et console se focalisent sur le combat contre des ennemis comme principal forme de conflit, sauf rares exceptions (jets sous caractéristiques dans des phases de dialogue dans les Planescape Torment et autres Baldur, Fallout, Arcanum, etc).

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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Mer 17 Sep 2014, 16:22

Nouvelle update des développeurs :

* description du Gullet (le 'gosier'), une zone du Bloom, bien dans l'ambiance de donjon organique de ce dernier :

Deep in the guts of the Bloom is a jumble of fleshy veins and cavities, known to natives as the Gullet. It surrounds a foul organic stew, containing the minds and memories of those devoured by the Bloom. The pulsing of a titanic heart reverberates from somewhere below… if you find yourself trapped here, the sound will drive you mad.

Few reach this place by intention. Most are eaten by a Maw and emerge in the Gullet, half-digested, to spend the final days of their lives in screaming agony. Transdimensional echoes of the Bloom's victims wander through the tunnels, lost and insane. Bizarre creatures, bred by the Bloom in its guts, burst from their wombs to hunt. Forgotten machines and artifacts lie half-submerged in Bloom-flesh, plucked from distant worlds of the past or future.

The only way out of the Gullet is down… to follow the sounds of the Bloom's beating heart and descend to a place where the Bloom's consciousness is at its most malignant and aware.


Ce lieu n'est pas censé être utilisé dans la version finale du jeu; afin d'encourager les backers à remettre à nouveau quelques sous dans le projet, Inxile compte lancer un programme de mini-limited stretch goals pour du contenu ou des fonctionnalités qui seront sinon coupées du jeu.

* du supplément de background au sujet de l'antagoniste, le Changing God, et le conflit qui l'opposa à l'un de ses précédents castoffs il y a plusieurs siècles de celà :

On the broad plains of the Verxulian Waste, south of the Valley of Dead Heroes and far to the east of the Oasis of M’ra Jolios, a battle has raged for centuries. Most wars in the Ninth World are short affairs, heavily dependent on the cyphers and artifacts the combatants bring to the fight. With the possibility of a single artifact dramatically altering the terrain of the field (whether through reality shaping, gravitics, dimensional warping, time dilation or compression, consciousness alteration, psychic aftershocks, or more), the potential for utter devastation from the poorly understood machines of the past is ever present.

How then does a battle burn for centuries in an age where opposing forces could wipe their foes from the very face of reality and history?

Centuries ago, the Changing God met one of his children for the first time. This castoff, who claimed the status of the First Castoff, the eldest sibling of all his heirs, had been badly hurt in a struggle with the Sorrow, her skin utterly burned away. She wore a mask to conceal the damage, but her castoff regeneration was unequal to the task of restoring her. She sought answers from her sire, tracking him across the Ninth World to find him. She wanted to know why the Sorrow attacked her and the other castoffs, how they could stop it, and how she might earn a new body for herself.


The two of them were inseparable for a time as she awaited his aid in growing her a new body to replace the scarred wreckage of hers – they traveled together, seeking truths and long-buried secrets. But their alliance was shattered when at last she demanded that the Changing God stop deferring her; her body was beginning to decompose. Yet the Changing God refused to transfer her consciousness – he gave her a bottle of embalming fluid and told her to make do with the body she had. They fought, the confrontation teased out greater truths from her sire, and she realized that he had been hiding too much. Rather than share his secrets, he turned his back on her. She demanded his knowledge, and suddenly their personal struggle turned into a larger battle, each pulling their friends and allies into an ever-expanding conflagration.

Their feud created a schism in the castoff community. Dozens of castoffs flocked to both sides, coming to stand for the side they thought right. Some sided with the Changing God, believing that he had a plan to stop the Sorrow’s genocide, or from a loyalty to the man responsible for their creation. Some sided with the First, believing that she had their best interests at heart against a man who had proven himself time and again to be focused solely on himself.

Realizing that the First was an existential threat, surpassed only by the destructive power of the Sorrow, the Changing God marshaled his forces to eliminate his foe, and this is when he discovered she had secrets of her own: she possessed a reality splitter she called Reconciler of the Truth. He discovered that his weapons were worthless – every time he launched a massive attack, she simply replaced the reality with one where the event didn’t occur, and then merged the realities together, collapsing them into a single observable state. Twice a day, she changed the course of the war, pushing ever closer to the Changing God’s headquarters as he struggled to launch multiple stratagems that would divert her attention.

After failing to destroy her several times, he sought a counter and at last managed to discover and repair a similar device that he named Heaven’s Rejoinder. Now time in the Endless Battle is torn, multiple parallel realities rolling and twining around each other, merging and splitting again with the major attacks. The two sides move and counter-move, trying to act secretly in ways that will allow them an undeniable victory, so much of the Endless Battle is fought in shadow, in clandestine tactics and small-squad engagements. They build and layer their feints, giving ground on certain fronts so that they can advance on others in separate realities.

But even this device was not proof against disasters. Over a century ago, the Changing God succeeded in summoning a biological moon and transitioning his consciousness to a body he created remotely within it. The First was occupied in a battle with the Sand Knights, a deadly mercenary company in the employ of the Changing God God who had been stymying the advance of the rebels for over a decade. Her lieutenant, Paj Rekken, was charged with leading an assault on one of the Sand Knights' fortresses, and gained entry just as the First was torn apart in a coruscation of energies. Rekken did not know the First had been destroyed and snapped the realities together quickly to maintain the victory over the Sand Knights. By the time Rekken learned of the First's death, the First was irrevocably lost.

His purpose achieved and his opponent eliminated, the Changing God remained on his moon, above the fray, and returned to his researches. Yet despite the removal of the principals, the battle rages on, its contestants battling for ideologies of transparency, equality, and the common good on the First's side, and for duty, devotion, honor, and the hope of winning the Changing God’s trust on the other – the castoffs on the side of the Changing God do not want the First’s ideology dictating their lives. It is no longer merely a castoffs’ struggle. True, castoffs who are not directly involved in the Endless Battle provide funding to either side, or to both, in order to advance their own agendas – with centuries of knowledge behind them, with organizations of their own to tap, they have no shortage of funds. It is a place where warriors test their mettle, where mercenaries earn coin or renown, and where suppliers of food, flesh, and material can find a buyer of last resort. Though the commanders hold occasional parleys, there are too many here who are invested in seeing the war continue.

There is no chance of peace; the soldiers here are eager warriors and their commanders are intractable, always thinking they have a chance at breaking the stalemate. The battle remains confined to a geographically small area that has been tremendously scarred by the horrors of Ninth-World war; the scars extend through multiple dimensions and timelines. The commanders have found that the reality-bending Reconciler and the Rejoinder have made major destructive weapons worthless, and so they have had to resort to new tactics: hand-to-hand combat, personal reality shields, flights of envenomed arrows, detonations of limited effect and duration, poison gas, and more prosaic mechanical and primitive traps… the best they can hope for is small and incremental progress in their struggle, but they have reached no further than this stalemate. Mazes of trenches crisscross the terrain, with bunkers behind the lines and deep divots of earth torn between them. Portals find occasional use, but the trenches remain the best way to move troops without exposing them to the withering death of pulsing beams and curtains of energy that sweep across the field. Gravitic fluctuations are common in that no-man’s-land, and free-roaming energies crackle and hiss in the air. Quantum slug-throwers pierce the sky day and night, and torn dimensions leave room for ultraterrestrials to step through and wreak havoc.

But they are castoffs. They have lifetimes to learn the craft of war, and they believe that they may yet find a way to destroy their foes.



* description détaillée du mécanisme de gameplay des Crises (c'était dans le doc Vision initial ? Pas remarqué :? ) :

Pour rappel, il s'agit du mécanisme visant à régler un conflit autrement que par le combat. L'exemple évoqué dans le document est celui que CPC avait décrit dans leur article de décembre dernier.

While conversations are at the heart of Torment, we’ve talked about our desire to improve upon the combat experience. We’ve approached this goal through expanding the definition of “combat” to include non-combat challenges and actions through a concept with which we’re experimenting. A Crisis is a meaningful encounter that presents a significant challenge (or series of challenges). All combats would occur within Crises, but Crises can include non-combat gameplay and decisions as well. Some won’t involve any combat at all. A typical Crisis will involve an imminent (but potentially avoidable) threat of combat and you’ll have to decide how to best prepare.


https://docs.google.com/file/d/0B0besHV ... Z5V0U/edit

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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Jeu 18 Sep 2014, 00:35

Aperçu du jeu :



Pas de doute, ça semble bien avoir le goût, la couleur et les dialogues d'un Planescape Torment :)

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Re: [KS] Torment: Tides of Numenera

Messagede Aer le Jeu 18 Sep 2014, 00:40

Etrange l'espèce de physique des personnages quand ils courent, mais j'imagine que ça sera corrigé d'une manière ou d'une autre. Bien aimé le petit dialogue en tout cas, même si ça n'avait forcément aucun sens.
Par contre si tu te retrouves qu'avec deux personnages, ça va être triste, mais pareil, ça doit être pour les besoins de la vidéo. Etrange la nana qui te "guide" ^^.
Sinon graphiquement ça pète bien en tout cas, j'adhère à fond.
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Jeu 18 Sep 2014, 00:52

A mon avis c'est le début du jeu, tu te retrouves coincé dans le Bloom, la décharge vivante et bavante qui ressemble à une oeuvre de Giger, et tu dois t'en échapper... selon la carte postée plus haut tu te retrouveras alors dans les Sagus Cliffs, qui sera probablement le premier gros hub du jeu :)

Les parallèles avec Planescape Torment me semblent de plus en plus difficiles à ignorer, par contre : le Bloom = La morgue des homme-poussières, la nana = Morte, s'ajoutent à ça le Changing God = le Transcendent One, la guerre éternelle = la Blood War... probablement des clins d'oeils concentrés au début du jeu :)
Mais tu as même un tattoo pour signifier le staut de castoff :lol:

Aer a écrit:Etrange l'espèce de physique des personnages quand ils courent, mais j'imagine que ça sera corrigé d'une manière ou d'une autre. Bien aimé le petit dialogue en tout cas, même si ça n'avait forcément aucun sens.


La techno est censée être basée sur les travaux de Obsidian pour Pillars, en tout cas :)

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Re: [KS] Torment: Tides of Numenera

Messagede Afloplouf le Jeu 18 Sep 2014, 10:42

Ialda a écrit:La techno est censée être basée sur les travaux de Obsidian pour Pillars, en tout cas :)

C'est particulièrement frappant quand, vers 2 min, ils sont sur un chemin de pierre. Et tout cas la touche graphico-technique a l'air plus réussi que Wasteland 2 (qui sort demain, rappelons-le).
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Re: [KS] Torment: Tides of Numenera

Messagede Ialda le Jeu 18 Sep 2014, 12:05

Wasteland 2 est si problématique que ça ? J'arrête pas de lire des avis négatifs sur ce sujet :?

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Re: [KS] Torment: Tides of Numenera

Messagede Afloplouf le Jeu 18 Sep 2014, 12:45

Non non, mais comparé à Pillars of Eternity, ça fait presque vieillot (et pas dans le bon sens) visuellement parlant. En grossissant le trait, on est à peu près au niveau de Commandos 2 qui a quelques années au compteur. :D Commandos 2 qui reste le plus jeu en 3D iso que j'ai vu encore aujourd'hui mais l'ambiance post-apo de Wasteland 2 est porteuse de moins de promesses pour la DA.

Après les mécaniques ont l'air excellentes (le dernier "à venir" de CPC donne la bave aux lèvres) et pour avoir participé à la traduction, l'écriture a l'air plus que réussie (et je n'ai lu que des bouts donc mis ensemble, ça doit encore gagner en qualité) même si j'ai peur pour la VF.
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