Players will be able to change outcomes via story choices

Mar 7, 2013 23:35 GMT  ·  By

Torment: Tides of Numenera is blowing past its Kickstarter target, and the development team is ready to talk about the way the combat system will work and how it will be inspired by that of Planescape: Torment.

Colin McComb, the creative lead working on the game at inXile, tells VG247 that “What we’re favoring for combat is a phase-based combat system. But how we’ve approached it is we want it to be a stronger combat system than Planescape: Torment had. We’ve defined the main characteristics, so we want there to be strategic elements.”

They will include class choice, equipment that the player uses and the way he relies on his companions.

During the development process, the fan base will have plenty of opportunities to express their own ideas about combat and influence the team’s decisions.

Choices made previously in Torment: Tales of Numenera will also impact combat, in a manner similar to Neverwinter Nights 2: Mask of the Betrayer.

McComb adds, “We want to have a focus on the quality of combat encounters over quantity, so this isn’t going to be an action RPG where you slay mobs of minions and get lots of treasure. The combat will be relevant to what’s going on.”

Gamers who want to avoid combat and never kill an enemy will have to be careful about the way they react to moral choices spread throughout the game world.

The new inXile video game is based on an entirely new fantasy setting and game system, and the team wants to make game development as open as possible, with fans consulted at every step so that the final game experience reflects their wishes.

Torment: Tides of Numenera is accepting Kickstarter contributions, offering a variety of reward tiers, and fans have close to a month to help inXile break crowd funding records.