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Torment:ToN - The Making of Torment

Discussion in 'Game/SP News & Comments' started by RPGWatch, Mar 17, 2017.

  1. RPGWatch

    RPGWatch Watching... Staff Member ★ SPS Account Holder

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    [​IMG]Eurogamer interview the key designers behind Torment: Tides of Numenera. The article has heavy spoilers and so does the podcast interview. You have been warned.

    The campaign went live on March 6th 2013. Adam Heine was watching the 1996 Tom Hanks film 'That Thing You Do' at the time it all started. "There's a montage scene in that movie where the band is just skyrocketing and they're jumping up the bestseller charts," he says. "And I'm watching the scene, and I'm watching the Kickstarter on the screen right next to me, and the numbers are going up and I was just like, 'Holy crap! What's going on?!'"

    Torment: Tides of Numenera was funded in six hours, smashing its $900,000 goal. Money flooded in so quickly the team struggled to keep up. "We didn't even have enough stretch goals ready so we were just scrambling to get stuff put in there," says McComb - a point which came back to bite them in the bum. It was also clear from the record-breaking final take of $4.19m that no way was this suddenly much bigger game coming out in a year.​
     
    Last edited by a moderator: Mar 17, 2017

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