{"data":{"id":12929,"title":"Torment: Tides of Numenera","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12929-Torment-Tides-Of-Numenera","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12929","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12929","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":369,"name":"Tbloom-1280x800.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/k2t1p0kh411hhr\/source\/Tbloom-1280x800.jpg","alt":"","size":759195,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:23:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/369","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/369\/similar"}],"images_count":1,"translations":{"en_EN":"Today we\u2019d like to break from Star Citizen news for a moment to talk about another Kickstarter: InXile\u2019s Torment: Tides of Numenera project, a CRPG and spiritual sequel to Planescape: Torment. Brian Fargo and the team at InXile are doing a very interesting thing: building two crowd-funded games simultaneously. This may seem excessive to the casual observer, but it\u2019s actually a very positive sign for the future. The nearly three million dollars that Torment has already raised is a strong argument that crowdfunding isn\u2019t just another fad: entire development studios can now be funded this way, allowing ever more complex projects that stay true to an artistic vision rather than the demands of a publisher.\n\nThe truth is that most game developers know what they\u2019re doing. The teams behind games like Dead Space 3 are full of skilled artists who understand what makes a great game\u2026 but the fact that they\u2019re beholden to publishers and stockholders means that they have to ship their games early with features dictated by marketing departments rather than designers. The ability for increasing numbers of developers to step away from that production model is incredible; it\u2019s a return to the sort of innovative game development that built the industry twenty years ago.\n\nAs such, we encourage you to check out Torment, and if it\u2019s something you\u2019re interested in, back it; a victory for this game is a victory for smaller developers everywhere\u2026 and for consumers who appreciate titles that break ground rather than try to appeal to a publisher\u2019s market research! The team at Cloud Imperium strongly believes that crowdfunded projects should support each other whenever possible; companies like InXile, Double Fine, Obsidian, Frontier Developments, 22 Cans, Red Thread Games, Portalarium or even smaller but interesting projects like Limit Theory from Josh Parnell will best succeed if we stand together to pioneer this new kind of game development! You can pledge for Torment:Tides of Numenera here.\n\nThe team at InXile has kindly sent over a piece of game music to share with the Star Citizen community. It\u2019s called \u201cMysteries of the Bloom\u201d and goes along with the concept art seen above. The Bloom is an in-game area described as \u201ca vast, semi-sentient predator, a monstrous, organic creation that extends its tendrils through the folds of reality. Its pathways, nooks, and crannies conceal terrors and wonders alike, and for those daring or desperate souls who are forced to find refuge here, any step has the potential to send them to another world. It\u2019s a hub, a center of commerce for those who trade in the relics of other worlds.\u201d Sounds sort of like the pirate-infested systems on the fringes of the UEE!","de_DE":"Heute m\u00f6chten wir f\u00fcr einen Moment aus den Nachrichten von Star Citizen ausbrechen, um \u00fcber einen weiteren Kickstarter zu sprechen: InXile's Torment: Tides of Numenera-Projekt, eine CRPG und spirituelle Fortsetzung von Planescape: Qualen. Brian Fargo und das Team von InXile tun eine sehr interessante Sache: zwei Spiele gleichzeitig zu bauen, die von der Menge finanziert werden. Das mag dem zuf\u00e4lligen Beobachter \u00fcbertrieben erscheinen, ist aber eigentlich ein sehr positives Zeichen f\u00fcr die Zukunft. Die fast drei Millionen Dollar, die Torment bereits gesammelt hat, sind ein starkes Argument, dass Crowdfunding nicht nur eine weitere Modeerscheinung ist: Ganze Entwicklungsstudios k\u00f6nnen nun auf diese Weise finanziert werden, was immer komplexere Projekte erm\u00f6glicht, die eher einer k\u00fcnstlerischen Vision als den Anforderungen eines Verlages treu bleiben.\n\n\n\nDie Wahrheit ist, dass die meisten Spieleentwickler wissen, was sie tun. Die Teams hinter Spielen wie Dead Space 3 sind voll von erfahrenen K\u00fcnstlern, die verstehen, was ein gro\u00dfartiges Spiel ausmacht.... aber die Tatsache, dass sie Verlegern und Aktion\u00e4ren verpflichtet sind, bedeutet, dass sie ihre Spiele fr\u00fchzeitig mit Features versenden m\u00fcssen, die von Marketingabteilungen und nicht von Designern diktiert werden. Die F\u00e4higkeit, dass immer mehr Entwickler von diesem Produktionsmodell Abstand nehmen k\u00f6nnen, ist unglaublich; es ist eine R\u00fcckkehr zu der Art von innovativer Spieleentwicklung, die die Branche vor zwanzig Jahren aufgebaut hat.\n\n\n\nDaher empfehlen wir Ihnen, Torment zu besuchen, und wenn es etwas ist, an dem Sie interessiert sind, sollten Sie es unterst\u00fctzen; ein Sieg f\u00fcr dieses Spiel ist ein Sieg f\u00fcr kleinere Entwickler \u00fcberall.... und f\u00fcr Verbraucher, die Titel sch\u00e4tzen, die bahnbrechend sind, anstatt zu versuchen, an die Marktforschung eines Verlages zu appellieren! Das Team von Cloud Imperium ist fest davon \u00fcberzeugt, dass sich Crowdfunded-Projekte gegenseitig unterst\u00fctzen sollten, wann immer es m\u00f6glich ist; Unternehmen wie InXile, Double Fine, Obsidian, Frontier Developments, 22 Cans, Red Thread Games, Portalarium oder noch kleinere, aber interessante Projekte wie Limit Theory von Josh Parnell werden am besten gelingen, wenn wir gemeinsam Pionierarbeit f\u00fcr diese neue Art der Spieleentwicklung leisten! Du kannst hier f\u00fcr die Qualen: Gezeiten der Numenera schw\u00f6ren.\n\n\n\nDas Team von InXile hat freundlicherweise ein St\u00fcck Spielmusik geschickt, um es mit der Star Citizen Community zu teilen. Es hei\u00dft \"Mysteries of the Bloom\" und passt zu der oben gesehenen Konzeptkunst. The Bloom ist ein Spielgebiet, das als \"ein riesiges, halbsinniges Raubtier, eine monstr\u00f6se, organische Sch\u00f6pfung beschrieben wird, die ihre Ranken durch die Falten der Realit\u00e4t erstreckt. Seine Wege, Winkel und Ecken verbergen Schrecken und Wunder gleicherma\u00dfen, und f\u00fcr die mutigen oder verzweifelten Seelen, die gezwungen sind, hier Zuflucht zu suchen, hat jeder Schritt das Potenzial, sie in eine andere Welt zu schicken. Es ist ein Zentrum, ein Handelszentrum f\u00fcr diejenigen, die mit den Relikten anderer Welten handeln.\" Klingt irgendwie nach den piratenverseuchten Systemen am Rande der UEE!","zh_CN":"Today we\u2019d like to break from Star Citizen news for a moment to talk about another Kickstarter: InXile\u2019s Torment: Tides of Numenera project, a CRPG and spiritual sequel to Planescape: Torment. Brian Fargo and the team at InXile are doing a very interesting thing: building two crowd-funded games simultaneously. This may seem excessive to the casual observer, but it\u2019s actually a very positive sign for the future. The nearly three million dollars that Torment has already raised is a strong argument that crowdfunding isn\u2019t just another fad: entire development studios can now be funded this way, allowing ever more complex projects that stay true to an artistic vision rather than the demands of a publisher.\n\nThe truth is that most game developers know what they\u2019re doing. The teams behind games like Dead Space 3 are full of skilled artists who understand what makes a great game\u2026 but the fact that they\u2019re beholden to publishers and stockholders means that they have to ship their games early with features dictated by marketing departments rather than designers. The ability for increasing numbers of developers to step away from that production model is incredible; it\u2019s a return to the sort of innovative game development that built the industry twenty years ago.\n\nAs such, we encourage you to check out Torment, and if it\u2019s something you\u2019re interested in, back it; a victory for this game is a victory for smaller developers everywhere\u2026 and for consumers who appreciate titles that break ground rather than try to appeal to a publisher\u2019s market research! The team at Cloud Imperium strongly believes that crowdfunded projects should support each other whenever possible; companies like InXile, Double Fine, Obsidian, Frontier Developments, 22 Cans, Red Thread Games, Portalarium or even smaller but interesting projects like Limit Theory from Josh Parnell will best succeed if we stand together to pioneer this new kind of game development! You can pledge for Torment:Tides of Numenera here.\n\nThe team at InXile has kindly sent over a piece of game music to share with the Star Citizen community. It\u2019s called \u201cMysteries of the Bloom\u201d and goes along with the concept art seen above. The Bloom is an in-game area described as \u201ca vast, semi-sentient predator, a monstrous, organic creation that extends its tendrils through the folds of reality. Its pathways, nooks, and crannies conceal terrors and wonders alike, and for those daring or desperate souls who are forced to find refuge here, any step has the potential to send them to another world. It\u2019s a hub, a center of commerce for those who trade in the relics of other worlds.\u201d Sounds sort of like the pirate-infested systems on the fringes of the UEE!"},"links_count":9,"comment_count":47,"created_at":"2013-03-20T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-05-09 10:36:50","valid_relations":["images","links"],"prev_id":12928,"next_id":12930}}