Torment: Tides of Numenera - Building reactive narrative in impossible worlds

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  • Опубликовано: 18 сен 2024
  • Torment: Tides of Numenera is set in a wonderfully bizarre world filled with incomprehensibly advanced technology. Colin McComb, creative lead for the project, discusses the process for creating believable characters and responsive stories for a game set a billion years in the future.

Комментарии • 8

  • @andizlack8666
    @andizlack8666 8 лет назад +4

    3:33 "We've all saved the world so many goddamn times. It's just like, uh, oh god, do I have to do it again?"
    I love this guy.

  • @proutornovogorod9292
    @proutornovogorod9292 8 лет назад +5

    that game is something really different. I mean they really succeded in building a complet new world based of something abstracting everything about our common known civilization. That was an huge work and they made it really well. Cant wait to buy it as full release. such a pity theres still no release date.

  • @UMPiCK1
    @UMPiCK1 7 лет назад

    Thanks Colin, really great talk :)

  • @Corusame
    @Corusame 8 лет назад +1

    This looks very promising, I hope the vast amount of narrative in this game is a case of quality of choice and not just quantity.

    • @andizlack8666
      @andizlack8666 8 лет назад +4

      Have you played the beta? I went through it a few months ago and it very much has a very high standard of quality, and the writing has been done for quite a while now so it's what you should expect in the final version as well.

    • @Corusame
      @Corusame 8 лет назад

      That's good to hear, definitely picking this one up at some point.

  • @thejudgeholden
    @thejudgeholden 7 лет назад +1

    He's a great guy but I just hope he didn't write the jokes in Numenera.

    • @jrpgnation6375
      @jrpgnation6375 Год назад

      His humor is dry humor. Your not supposed to laugh but get that he making joke.