ShanePlays - Interview with Torment Team

Here's a breakdown
4:30 George talks about his background in games
6:30 Colin talks about what he does and his background
9:15 What does the creative lead do for the game?
10:45--16:00 what to do to break into the industry and how much writing is in the game.
17:12 Shane starts talking about Torment proper and references recent Brian Fargo interview with pcgamer
18:30 How is Torment looking? lol
20:05 Release estimate. Still aiming 2016.
21:12--24:42 #Commercial break#
27.30 Talks about Torment greyness
29:15--31:30 Why was Numenera chosen as the setting?
31:30 Adam Heine and what he does for the game
32:45 Georges thoughts on first hearing about the Torment setting. Describes it as a fun challenge.
36:00 Dialogue built around difficult tasks
37:30 How much feedback have they got back from Numenera people.
40:15 How much has feedback affected the game so far?

42:20--47:00 #Commercial break#
47:00--48:45 Silly Arm wrestling contest question
49:10 Target goal for Torment game
52:10 Not being Planescape a challenge?
53:25 Anything you wanted in that you can't get in.
George: Wanted to do more with factions. Colin: Had to cut a character
 
Joined
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Thanks again for spreading the word. I enjoyed doing this interview.
 
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