![]() We absolutely understand that making changes to content after we've talked about it can be frustrating for fans, and we can always communicate changes and the reasons behind them better, but every decision we make is to ultimately benefit the game as a whole. Here is the matter: The game performs on unplayable 15-30 FPS, which becomes even worse during charachter movement, screen scrolling or camera zooming. InXiles Torment: Tides of Numenera did something that I didnt honestly think it could: It succeeded as a 'spiritual successor' to the great RPG Planescape: Torment. As a rule, a person receives an obvious advice which doesn't work and everybidy thinks that the issue is solved. Their timid complaints are usually ignored. First and foremost, though, cut content does not mean that the game got smaller or "less good" - rather, we focused our resources on other aspects of development that made more sense, or changed or moved things around to better fit the game's overall vision.Ĭrowdfunding and open development reveals how games can change over time, and many the early Kickstarter claims ended up sounding much better on paper than reality. Few people face it, even less tell about it. ![]() Game development is an extremely iterative and creative process, and as developers, not all of our ideas end up working out for any of hundreds of different reasons. If you cannot handle this very basic and common truth about game development, then please never pledge for a game in crowdfunding.ĭeveloper response to a review, the response is after the review:Ģ. The main plot ends up feeling - not rushed, but kind of incidental Doesnt have the personal stakes of the original Torment. Keep this mind when ever you pledge money in crowdfunding for a game, because this happens with all developers all the time. I would not pay more than 25 for this game, as the ending is so rushed that the game feels unfinished, but it is absolutely worth buying on a deep sale. Read this from the developer to get a better understanding on how development works. One of the more humorous parts of the Kickstarter from the inXile Kickstarter projects has been the kid publisher interactions. They were also joined by superfan Steve Dengler. Games like Tyranny, which is similar to Tides of Numenera in a lot of ways but does everything far more competently and is well worth multiple playthroughs. Im only grateful that it paved the way for other better games. Castoffs like you are being hunted by a mysterious killer called the Sorrow, and finding a way to. Monte Cook, Brian Fargo, Colin McComb, and Kevin Saunders, the creators of Torment: Tides of Numenera recently participated in an AMA on Reddit. Overall I enjoyed my time with Tides of Numenera despite its flaws but I will never play it again nor could I recommend it. Where is the codex? The Oasis? Hall of lingering reflection? Crafting? The 9 companions? Tides of Numenera is cleverly designed to thread a diverse array of different plotlines together.
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