Four years in the making - and nearly two decades after the game it spiritually succeeds came out - Torment: Tides of Numenera is finally out in the world, playable on PS4, Xbox One and PC. Created by a veritable hall of fame of classic RPG creators, Torment explores an absolutely bizarre world that defies what most people think of as the role-playing conventions rooted in Dungeons and Dragons, Lord of the Rings, and other staples. How is a game like this, with such a heavy focus on dense writing and lore, made? Planescape: Torment and Torment: Tides of Numenera writer Colin McComb and writer Gavin Jurgens-Fyhrie joined us to discuss the long, thorny process of a densely written, super weird RPG.
Into the Weird Unknown: The making of Torment Tides of Numenera
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I've been playing games since I turned four in 1986, been writing about them since 1987, and writing about them professionally since 2008. My wife and I live in New York City. Chrono Trigger is my favorite game ever made, Hum's Downward is Heavenward is my favorite album, and I regularly find myself singing "You Won't See Me" by The Beatles in awkward situations.
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