Torment - Interview @ RPG Codex

Couchpotato

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The RPG Codex conducted another good interview on their site this time with a few developers from InXile Entertainment to talk about Torment: Tides of Numenera.

Welcome, denizens of RPG Codex and the rest of the internet, to our interview with the designers of Torment: Tides of Numenera. For this interview, we turned our inquisitive mind-cannons towards inXile Entertainment, and with our magical questions, managed to hit:

Kevin Saunders, Project Lead.
Colin McComb, Creative Lead.
Adam Heine, Design Lead.
George Ziets, Lead Area Designer.
Jeremy Kopman, Crisis Designe
r.​


Wow!

The first part of this interview is all about catching up with George Ziets (currently Lead Area Designer on Torment: Tides of Numenera), with whom I conducted a more "generalist" kind of interview about a year ago. George Ziets is best known for his work as Creative Lead on Neverwinter Nights 2: Mask of the Betrayer, and has since enjoyed the reputation of combining great creative writing with deep lore.
More information.
 
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The RPG Codex conducted another good interview on their site this time
That implies there are good interviews on teh codex
 
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Certainly better ones than on most major gaming sites with more critical and in-depth questions.

And usually no boot licking.
 
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Well you can say whatever you want about the Codex and it's usually true, but I have to give them credit for the last few interviews on the site.:smug:
 
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It'd be nice if they made the unimplemented C priority writeups, and any related content, available for modders to tackle. That is, assuming they aren't going to use it for an expansion set down the road.

TURN has been a pretty good series thus far; I've only caught the first three episodes though.
 
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