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A story-driven CRPG set in the world of Monte Cook's Numenera.  We are deeply appreciative to all of you who made this possible. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
A story-driven CRPG set in the world of Monte Cook's Numenera. We are deeply appreciative to all of you who made this possible. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
74,405 backers pledged $4,188,927 to help bring this project to life.

Updated our Journal (26): Decision

Posted by inXile entertainment (Creator)

TL;DR: Combat vote results completed – statistically it was a tie! Torment: Tides of Numenera’s combat (and Crises) will be turn-based combat. We’ll address concerns expressed by Real-Time with Pause fans in our design.


Your participation in the combat discussion and vote has been terrific! Almost 20% voted and over 2000 comments were made on our forums alone. That’s twice the turnout I expected, and it’s great to see all of the passion our backers have for the project. I’d like to thank everyone who got involved.

It’s been an exciting vote! The leading system changed a couple times early on and the final tally is: 7,267 TB, 7,052 RTwP and 782 Indifferent. With the vote at 48% to 47%, and with those who voted “indifferent” being more than triple the difference between the TB and RTwP camps, it is essentially a draw.

As we explained in Update 24, we were leaning toward turn-based combat because we believe it’s better suited for the kind of tactical complexity we're looking for through our Crisis system. We believe it’s a stronger fit for bringing narrative elements, including dialogue with NPCs, into hand-crafted combat situations. We have considered the vote, but more important than the vote are the comments (not just in our forums, but on many of the community forums and articles on this topic). Your comments have helped us greatly in understanding why people have the preferences and concerns that they do.

We have decided to go with turn-based combat. Ultimately, there are no losers here. This is all part of the process of making an RPG we are all passionate about and we think you’ll like Torment’s combat even if you voted for RTwP. While we have not been looking forward to disappointing half of our backers, we were happy to find that many of the reasons people gave for disliking TB and preferring RTwP can be addressed through the details of our combat system and encounter design. I’d like to go over some of the more common comments we saw either for RTwP or against TB and explain how we will address them.

Comment #1: Turn-Based combat can be tedious

If one were to take Planescape: Torment and, changing nothing else, switch to TB combat, the result would be miserable for many. You'd be stopped midstride in every Hive back alley to perform the same boring actions on meaningless thugs and zombies.

This isn’t what we’re going to do.

Turn-based combat certainly can be tedious, but that comes down to encounter design. As we stated during the Kickstarter, Torment will have no trash mobs—those hordes of filler battles that require little thought from the player. That type of gameplay is at odds with our emphasis on the story and character development, so each Crisis in Torment will be hand-crafted. It will have narrative relevance and consequences. We'll iterate on them until each one is a quality encounter and provides the experience we seek for that moment in the game.

If any combat situation in Torment were tedious, it wouldn’t be because it's turn-based. It would be because we failed in our goal. And our Crises aren’t just combat. They contain exploration, dialogue, and time-relevant actions and events that can exist outside of combat, like pursuits, environmental puzzles, and application of special skills. You’re going to have to work throughout the game toward your goals, and the Crisis concept is a primary way that we put your intentions to the test.

We understand the importance to you of combat not being tedious. Emphasis on encounter design is important for any CRPG, but for Torment, the bar will be even higher – we believe that through well designed encounters, and extensive gameplay iteration on them, we’ll be able to address the majority of the concerns expressed by those who favored RTwP.

Comment #2: Turn-Based combat can break immersion

"Immersion" is a tricky term that can mean a lot of things, but generally this comment is referring to the jarring sense a player gets when they're walking through a town and suddenly the whole world stops because, say, a feral dog saw them coming down the street.

Again, this isn't what we're going to do. In general, we don’t plan to “surprise” you with a Crisis. Through the design of the areas and the pacing of the game, you’ll know when and where combat is a possibility. The situation will feel tense and in some cases, you will be explicitly initiating the Crisis. This doesn’t mean we won’t ever ambush you, of course, but if we do, it will be very deliberate and not an arbitrary event.

We get that you don’t want to be pulled out of the game in this way and we’ll look for ways to keep you in control and prevent Crises from disrupting the normal flow of the game.

That said, Torment isn’t an action game. Real time doesn’t pass in conversations, for example – you have as much time as you want to decide your choice. And while exploration occurs in real-time, it won’t include twitch elements. All of your decision-making throughout the game will consistently be free from real-time considerations. Torment is a game about thinking and deliberation and will not have any actual time pressure, so turn-based combat will maintain a more consistent feel.

Comment #2a: Turn-Based combat isn’t realistic

A variation of the concern about immersion is that TB gameplay isn’t realistic. In a real battle, you don’t patiently observe while your opponents orderly take turns one at a time.

This is true, but the lack of realism is inherent in most videogame combat and gameplay (again, turn-based conversations come to mind), and RTwP combat isn’t immune to this issue. What we strive for isn’t realism, but creating an immersive experience that allows you to suspend your disbelief. In other words, realism is not at the core of Torment’s party-based combat.

That said, we will strive to make the combats as dynamic and visceral as possible – attacked characters will animate appropriately when struck instead of standing lifelessly, for example, or perhaps having readied actions such as overwatch or interrupts to take actions on the opponent’s turn. We will maintain tension and flow, creating the sense that you are in actual danger and making your tactical and strategic decisions matter.

Comment #3: Controlling the entire party in Turn-Based can be boring

The idea behind this concern is that if only one character in your party is relevant to the combat (e.g., it’s in a narrow passageway or a specific skill/weapon is needed for some aspect of it, etc.) then gameplay gets bogged down. It’s not fun to have to skip most of your characters’ turns, cycling back to the one character who can actually do something.

This problem also comes down to encounter design, and we’ll be paying close attention to this aspect in our specific Crisis designs. Strong support of ranged combat will help, as melee-focused battles can exacerbate this problem. The Numenera rules also help here because skills, while beneficial, generally aren’t required to accomplish specific tasks, and Effort can be expended to give any character a better chance of success at tasks outside their character build. Adam discussed how this works in Update 21 (in the context of dialogue, though it applies to Crisis gameplay as well), but we’ll copy it here again so you don’t have to search for it.

Using skills will be different, too (side note: I say "will," but we're still in pre-production, so any of this can change). Say there's a difficult task you want to attempt—lying to a prison guard or deciphering the text on an ancient puzzle box. Typically, in D&D-style RPGs for example, if you don't have the associated skill, your chances of success are very low, or you might not be able to attempt the task at all. In Numenera, all such tasks are treated the same, and anyone can try them. Training in a related skill or skills will lower the difficulty of the task, but even if you're untrained, you can still apply Effort.

Effort is a concept from the Numenera tabletop game. Essentially you spend points out of the appropriate stat pool (Might, Speed, or Intellect) to lower the difficulty of a task. The idea is, even if you've never been trained in lock picking, a very smart or dexterous character can, with some Effort, increase their chances of cracking a lock.

Your stat pools are renewable with rest. And of course, all of this is balanced. If you're trying to crack a combination lock created by a culture that died out millions of years ago, which requires a combination of smells rather than integers, well . . . you'd have to have a high-level character specialized in the task, who spent all the Intellect they had on Effort, just to make the task possible. That character would still have to roll ridiculously well.

Effort provides more options to customize your character and tackle obstacles. If there's a task you want to attempt—even if it's something normally contrary to your character build—you still have a chance of succeeding if you can use enough Effort. On the other hand, someone who has trained or specialized in that sort of task will have a greater chance of success, and will maintain that edge in similar tasks throughout the game.

Note also that party members can “assist” others in particular skill-based tasks, boosting their chances for success.

In short, we’re fully aware that cycling can be a painful way to play, and that this aspect of gameplay is important to you, and we’ll design the Crises to keep your entire party engaged.

Comment #4: You should implement both RTwP and TB and make it a gameplay option

This solution may sound ideal, but it wouldn’t give anybody what they really want. Area and encounter design needs of the two systems are very different. Designing for both would dilute the quality of the encounters for one or both systems, and most likely require so much time and resources as to impact the rest of the game. In a deep RPG like ours, where combat isn't even the focus, trying to implement two combat systems would lead to an inferior game across the board.

Comment #5: Planescape: Torment had Real-Time with Pause combat, so the new Torment should too

This is a reasonable perspective and valid point of view. Shouldn't we stick with what made the original great?

But is RTwP combat what made Planescape: Torment great? For some of you, the combat may have been an important part of your PST experience, and we hope that you’ll find the combat in Torment: Tides of Numenera to be at least equally enjoyable. But we don't think PST’s combat system was what most players loved about the game.

We believe PST is considered one of the greatest RPGs of all-time, not because its combat was Real-Time w/ Pause, but because of its emphasis on the narrative and on role-playing your character. We explained this in the four pillars we described in the Kickstarter, which are the foundation for Torment: Tides of Numenera:

 1. A Deep, Thematically Satisfying Story
 2. A World Unlike Any Other
 3. A Rich, Personal Narrative
 4. Reactivity, Choice, and Real Consequences

We’re using all four pillars to influence and reinforce our Crisis and combat design. Throughout the campaign, we stressed that we would find an approach for combat that worked well with these pillars. With the approach we have planned – including turn-based combat – we hope to integrate more narrative and more choice and consequence into the combat experience.

Though Planescape: Torment is the starting point for many of our design decisions, Torment: Tides of Numenera was never intended to be a game that, by default, duplicates everything PST did. It is a thematic successor that is inspired by PST, not derivative of it. The themes we are succeeding are the things that made Planescape: Torment a classic – the four pillars and other elements as described in our vision document  – and we don’t see the specific combat system as core to PST’s legacy. We have several of the people from the PST team involved in the project and we hope that you continue to trust that we will deliver the type of CRPG experience you crave.

"The Planescape: Torment experience was never defined by its combat. In Torment: Tides of Numenera, the combat is intended to complement both the narrative systems and the basic gameplay mechanics. It is a challenging decision for the team to make, and I respect and support their decision to choose turn-based."

-- Chris Avellone, Lead Designer of Planescape: Torment; Creative Director at Obsidian Entertainment

Comment #5a: Why all this focus on combat? Planescape: Torment wasn't even about that

This is kind of the opposite sentiment as the previous comment, or rather it's the other side of the same coin. Rest assured that combat is not, and never has been, our primary focus, as you can see in the four pillars above. Torment is very much about the story, the characters, the conversations, and the world, and we are focusing most of our efforts in those areas – it wasn't until six months after the Kickstarter that we even started talking seriously about combat in our updates.

If it feels like we are suddenly focused on combat, it's only because our recent updates have had that focus. In a month or two we'll talk about something else—art creation or story design or exploration gameplay or something—and then it'll feel like we're 100% focused on that.

Moving Forward with You

We're excited about what we have planned, and as you see more of what we’re doing, we think you’ll be excited, too. We’ll be talking about other aspects of the design in the near term, but we’ll certainly be talking more about Crises and combat down the road. We hope that you’ll continue to trust our judgment and dedication to the project and to you. Remember that you’ll have future opportunities to influence the game’s development, including aspects of its combat. We’ll be seeking your feedback in the future and you’ll be able to weigh in on details later to help us hone the experience.

We're grateful that we can solicit your feedback and your input throughout this process. This style of development would never have been possible even five years ago, let alone fifteen. It's encouraging to see your interest and passion in what we're doing. We learn a lot from your comments and posts on these topics, and we come that much closer to creating something great.

We will not take for granted the trust that you placed in us this past spring. We are making this game for you, our backers. When you play Torment, we want you to feel you trusted us wisely. We’re not looking for mass market success – our only metric is your satisfaction, and we are working hard toward that goal every day. Thanks for your support and understanding,

Kevin Saunders
Project Lead

P.S. We have a couple more things to say, but they’re more about our communication and our gratitude, so we’ve put them on tumblr to keep this update focused on combat.

Wesley Hodgson, zmonkey, and 208 more people like this update.


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    1. gandalf.nho

      Well, I'm a bit desapointed too because I like more RTwP, but something to consider to the more angry people: when inXile announced this game as a espiritual sucessor in terms of history, choices and consequences, they never promised the same type of combat too, then let's wait and see how they will implement the combat before complaining and asking for refunds

    2. Zombra on

      Great update. Cheers inXile.

    3. Nameless on

      @Brandon - Just because you though the combat was shit doesnt mean everyone thinks it was. Shit or not, it actually was a pretty big part of the game.

    4. Missing avatar

      Arthur B

      @Khellian: Are you seriously saying that, spiritually speaking, the heart and soul of Torment was in its combat system? Because let's face it, by any serious assessment that really isn't what people praise about it.

    5. Brandon on

      Funny you say I should play on a console where the whole push for REALISM! is at its strongest.

    6. Lee Holmes on

      Irongamer - aye - my sentiments too. I'll still play it. Just wasn't the game I was hoping for. Just taught me in future to get all the details in future instead of letting my heart strings tug my wallet.

      I backed Wasteland 2 (after the KS finished) knowing full well it was TB. And I know I'll enjoy that - was just hoping this would RTwP. (And why does it keep getting compared to twitch games? Never once felt 'twitchy' to me at all.)

    7. meganothing dread bard of torment BOSB on

      @Trevor: They tried to explain that they are aware of the possible pitfalls in TB design and how they try to avoid them. Naturally they believe they can make TB interesting or they wouldn't have selected it.

    8. Mike Dennis on

      @Brandon, I just feel like if you don't want realism, you should probably play on a console because those can't do as much. Nothing against you personally.. Fallout and Fallout 2 were good games for the time because there wasn't much more that games could do then, but there is now.. Fallout 3 was a really great game in general, although there definitely were some bugs..lots of them..and GFWL..

    9. DadouXIII

      I am glad you went with this decision :)

    10. David Stewart on

      I can't help but think there was a fair degree of deception in getting funding for this game before announcing the combat system. As of now they have managed to bilk money from a lot of people who will have no interest in actually playing this game when it is released. Some may see that as brilliant from a business standpoint, but I find it rather distasteful.

    11. Missing avatar

      Arthur B

      @Alexis Audifax: You respond to this update within an hour or so of it going up, but you somehow missed the *multiple* updates promoting the vote? I raise a sceptical eyebrow at that.

    12. Brandon on

      @Khellian it was advertised as a spiritual successor and that is what it is. Planescape: Torment was not about it's shit combat, why emulate the worst thing about the game?

    13. King Purvis on

      Ever notice that its the people not getting their way that are the most vocal? I mean, not just here, but anywhere.

    14. Sir Chaox on

      Anyone who has faith in inXile and the team they've constructed here should have already seen most of these comments coming. I expected no less. Really glad with how they are approaching this Crisis system.

      *looking off into the future* Good luck with the first game play trailer guys. You just need to turn the heads of half of your backers. No pressure! :)

    15. Nameless on

      What all the TB people forget is that 1. This was advertised as a spiritual successor, it is clearly not now and 2. They did not explain alot in this update, they basically just said that they think TB is best (cheapest).

    16. Missing avatar

      Arthur B

      Realtalk, guys: do any of us even find the combat system in Torment memorable or a standout feature of that game? I remember barely any of it except the ridiculously over the top spell cutscenes - which, for that matter, would actually work better in a turn-based game than they did in that context.

      @ Chris J Capel - I'm 99.99% certain that we'd have seen the same amount of tantrums and complaints from the turn-based crowd if the decision had gone against us. Ultimately, the vote delivered a result so close that it was clear that inXile were going to disappoint a segment of the backers, and disappointed backers tend not to be quiet about it. As it stands, though, I think the combination of inXile's gut feeling plus turn-based having the slim majority in the vote makes the decision feel like the correct one to me. (At least we don't have a situation where real-time was marginally ahead in the vote and inXile had to choose between defying their own gut feeling and spitting in the face of the majority. I don't know why people are saying that "most people" wanted real-time when the result of the vote clearly indicates otherwise...)

    17. irongamer on

      I would have preferred RTwP but it is not my game to develop. I already forked over cash for a product that does not exist, so I have the confidence that turn based works best for whatever you guys have up your sleeves.

    18. Alexis Audifax on

      I never heard of this ! Only 20% voted !? F*** I want a gameplay like in Planescape ! I backed Shadowrun Returns who is a Turn Based game, but it's not the same thing for Torment. Very Bad News these days.

    19. Henrik Kjus Alstad on

      Devin McNaughton has a got point though. So much drama here.
      I think they made the right choice. I didn't play the original PS:T, and decided to give it a try after reading about it on various community forums.

      Every forum stated that while the combat of PS:T was really tedious, boring, unblanced, uninteresting and badly implemented, it was all worth it because of the games story.
      So, I'm really happy to see that the guys in inXile are learning from their mistakes, by integrating the combat into the story rather than just copying the flawed mechanics of PS:T, hopefully making an even better game with more story and interesting play.

    20. Nameless on

      And please stop calling RTwP "twitch", there is nothing "twitchy" about it. You can even pause it.

    21. Chris J Capel on

      OUCH. Don't get me wrong, I voted for turn-based combat, but despite the numbers being equal in most of the discussion threads I've seen for this topic the Real-Time supporters have been a lot more ANGRY. Just have to look at some of the comments already.

      I think you're a brave developer to go against the more vocal half of your fanbase, especially before they have a chance to play Wasteland 2 to see how well the systems work (or not, admittedly, I'm trusting you guys here!).

      I'm also willing to double my pledge if someone is so petty and unwilling to compromise that they ask for and get a refund. To anyone asking such a silly thing (yes, I'm looking at a couple of people here) and saying they don't even want to consider playing a game with turn-based combat, let me say one thing - I HATE isometric RPGs. I don't want to command troops, I want to get immersed in a new world, and nothing about being an all-seeing god ordering about pieces on a chessboard gets me immersed. AND YET I STILL BACKED TORMENT, and Project Eternity. Why? BECAUSE I TRUST THESE TEAMS TO MAKE GREAT GAMES ENOUGH TO TRY SOMETHING I NORMALLY DON'T LIKE.

    22. Missing avatar

      aku666 on

      Didn't vote myself, would've accepted either way. However I'm glad that turn-based was chosen. I hope it will be more like Temple of Elemental Evil turn-based, not Fallout Tactics turn-based.

    23. Mike Dennis on

      @cursedseishi His example was FF, and I said that I wasn't familiar with the different FF games, so I didn't get it... That was why FF was mentioned, but you obviously didn't look at what I was replying to... How many of those 20-30 were larger games or even close the size that this kickstarter was? 1 or 2 maybe..

    24. Waning Gibbous Games

      Boy people are really worked up over a game that isn't out yet. Maybe try the game out and THEN ask for a refund?

      Deep breath everyone: combat isn't the whole game, it'll be ok.

    25. Jalister on

      I would have preferred Rtwp. Without it, it's not really and Infinity Engine successor. I really don't have a choice but to trust the decision though. I'm already getting turned based with several other games. Maybe it's time to officially drop Torment from the name.

    26. Brandon on

      @Mike Dennis, I'm sorry but this whole hard on some people have for realism needs to go away. The more realistic a game is doesn't translate to it being better or superior. It's a poor misconception that needs to go away. I'm sorry but you'll never convince me simply because I've played brilliant turn based games and brilliant real time games. They both have their place and neither is inherently superior to the other.

      Hell, you want a non-jRPG example? Fine. I personally found Fallout and Fallout 2 to be FAR more immersive and enjoyable experiences than I did Fallout 3. Honestly combat in Fallout 3 felt rushed and twitchy to me, I did not enjoy it nearly as much as I did the turn based isometric combat of the first 2 games.

    27. space punk on

      I always hated the real time with pause in the infinity games. It just felt too chaotic and a lame compromise.

    28. space punk on

      I always hated the real time with pause in the infinity games. It just felt too chaotic and a lame compromise.

    29. Kevin B. on

      Well written update. Thanks for the insight in your decision making. I'm still on the fence as to which system I prefer for this game (I voted but I'm not even sure for which one, heh), but you guys sure make a good case for the TB. So I'm going to trust you. ;)

      It's not surprising that a number of people are dissapointed by this decission. The toys-out-of-the-pram reaction of some is eye-roll inducing though.

    30. gandalf.nho

      I voted RTwP, but will play even with TB. But hope we can avoid/disengage from combat if we want to cross a screen avoiding some enemies. And please don't put one of only few things I really not liked in PS:T which were the "cutscened" spells which impeded our chars to react especially the one of the boss in that optional dungeon (I always skip that damn dungeon because of that stupid boss who always launched that spell soon the party enter its room and always killing a NPC without chance to react...)

    31. Missing avatar

      mindx2 on

      Just so the negative-nannies don't overrun the comments sections here I say: BRAVO with your decision to go TB. Your well thought out response to RTwP concerns shows you have a firm grasp on YOUR game and I for one appreciate your reasoning behind the choice. Since combat was NEVER the focus on Torment having a TB system will not interfere with the overall vision (I personally feel it will only enhance the game!).

    32. Octopus_Pancake on

      Well that does it, I want a fucking refund. I hate, HATE HATE HATE, turn-based with such a passion, that I really hope my request or a refund makes some sort of impact.

    33. Missing avatar

      Toran on

      Turn based or real time, I don't care. I want to see what you have in store story and setting wise. Combat is only 20% at most of the content here, and turn based has worked for any and every tabletop setting ever.

    34. Missing avatar

      cursedseishi on

      @Mike Dennis

      That is, without a doubt, sheer and utter pure ignorance on your part, on all parts of that post. Final Fantasy games aren't the only ones to use it, and to try and act as if you speak for everyone, when more voted FOR turn based proves as much.

      The only thing inferior here is your argument. I can also show you 20-30 other games within the past couple years on Kickstarter that were successful, and use a turn-based system, only further proving your ignorance of the subject. Turn Based combat does not limit anything, it's a different beast entirely from Real Time.

    35. Júlio Alves on

      While I understand that TB combat can be well done and might work very well for some games, I was expecting this particular one to be faithful to its origins and be RTwP. I'm quite disappointed :(
      Let's hope this does not impact my feelings for the final game too much.

    36. Missing avatar

      Arthur B

      @Mike Dennis: Even if the team set their own gut feeling aside and said "we will do whatever the vote says", the fact is that more people voted for turn-based. Incrementally more, sure, but still more, so it's not as though the decision has them going directly against the result of the vote. They have made clear and cogent explanations as to why switching between turn-based and real-time-with-pause wasn't an option.

      Personally, I'm very interested to see how they work to make turn-based an immersive experience. It's not realistic, but guess what: real combat isn't a matter of bashing buttons or keys or clicking mice. It's all about suspension of disbelief, and whilst it's easier to accomplish that with real time, it's far from impossible to do it with turn-based.

    37. Missing avatar

      Trevor Robinson on

      One thing I've just thought of: Your justifications you've listed here for picking turn-based, they do feel like you're saying "Pffft! You were wrong to want RTwP, and here is why", especially points 1 & 3. Its as if someone said "I find turn-based slow and tedious", your response there reads almost "No it isn't, you're wrong, we know best".

    38. Missing avatar

      Chris Hansen on

      Well my interest in this project just dropped precipitously. Oh well, at least there's Project Eternity too.

    39. King Purvis on

      The fact is that both ways can be fun and challenging. I love me some old school final fantasy, and I loved me some Torment and Dragon Age. Its going to be great guys. The entire explanation about crafted Crisis sold me. And think about it. All table top gaming is turn based. And to me, thats what I am going for with this game. inXile is DMing my amazing campaign for me, because i am too old to have friends with schedules that allow much table top gaming.

    40. Christian Calundan on

      awesome. real time with pause is okey. but since every battle will be important, turn based is the way to go!

    41. Greek Winter Media on

      I missed the vote, but would have voted for turn-based anyway. Glad for the decision. Too many twitch based real time games out there these days and almost no turn-based ones.

    42. Fitheach on

      My main reason for supporting turn based was the perceived reduced cost thanks to reusing stuff from wasteland 2. I also tend to like turn based as if the developer is sane it means less combat though it would have been interesting to see a no trash mobs game without turn based combat.

      Hopefully those who are against turn based will find their feelings for the system are more to do with the games they've played than the system itself.

    43. comport9 on

      Seeing as how this game is straying further and further away from being a "Spiritual Successor" to PS:Torment, and now with the ditching of RTwP (the CORNERSTONE OF THE INFINITY ENGINE), could I have a refund? Because if you guys had be straight with us from the start, I wouldn't have backed the project.

      And everyone, don't kid yourselves, they'd decided to go with TB combat long before this...

    44. Missing avatar

      bulldog on

      The original Torment held a special place in my heart and I played it through 7x but my interest in this project just plummeted. I may play it through but if I do as soon as I'm finished with it I'll put it aside never to pick it up again, at least there is Project Eternity.

    45. Missing avatar

      deleted on

      This user's account has been deleted.

    46. The Lurker formally known as Mrs. S.D.

      Thank you for the incredibly thorough update. While I'm pleased with the decision to implement turn-based combat, I'm *thrilled* at the level of consideration of the issue.

    47. Travis on

      I'm glad TB ended up winning the votes. Most people were voting based on their past experiences of old games, without reading everything that has been announced about new Torment. This is great that the devs can execute their ideal vision of the game with TB combat and situations. I guess the game will have events/interactions through TB that aren't necessarily fighting? Seems interesting. Hopefully they fully explore the possibilities.

    48. Nameless on

      Spiritual successor? Yeah, about that... :(

    49. Mark O'Toole on

      I did vote for RTwP, but this post has gone some way to alleviate my concerns with straight-up turn-based.