Torment: Tides of Numenera rockets past Kickstarter goal
If I thought I wasn’t going to be impressed by a Kickstarter reaching its goal post Double Fine’s, I may have spoke too soon. Torment: Tides of Numenera’s campaign opened with a modest goal of $900,000 and rocketed past a million before the day was through. Money is still undoubtedly going to trickle in in the remaining 29 campaign days and it’ll be exciting to see at what rate it does so. Even more exciting is what inXile will be able to do with all that extra cash.
inXile, of course, made waves almost a year ago with a Kickstarter for Wasteland 2, which exceeded its similar $900,00 goal, coming in at just under $3 million. Torment is almost halfway there in a day. Of course, that does raise the question: why now, and what about Wasteland 2? The team recently revealed a lengthy gameplay video for Wasteland 2 to address that concern. Designer Kevin Saunders, speaking with Destructoid, had this to say:
“”For a small developer, having multiple projects is very important. During different stages of production or game development, you need different people and a different-sized team. Right now, being in pre-production for Torment, we are able to have the design all established and the writing complete by the time Wasteland 2 ships in October. Then the production team can take a well-deserved break, and come back and they know what they are making. If we were to wait until later, either those people are idle or not being used as efficiently … or the design of the game gets off track because it’s being worked on by people who have less of an understanding of what the game is.”
Sounds like a reasonable enough explanation that warrants throwing more money inXile’s way for something that people really, really want. Torment: Tides of Numenera, of course, is a spiritual successor to the revered Planescape: Torment, which I own, but have not played, to the chagrin of our own lovely Fraser Brown, who loves the title more than he loves most people. Though you could probably say that about games he dislikes, too.
Torment is set in Numenera, a world straight from the mind tubes of Dungeon & Dragons vet Monte Cook, who is also working as a designer on the game. The afore linked Destructoid article goes in-depth about the lore, a post-apocalyptic and ignorant world that views vestiges of science as magic, improving the combat system, and more. It has this non-WRPG player’s ears perked in excitement and interest. Meanwhile, as we strap in for the long haul that will be waiting a while longer for a spiritual successor to a thirteen year old game, I’ll continue planning how I can get people on the internet to give me a million dollars. Just one; I’m not greedy.