No Truce With the Furies Announced, Isometric RPG Focused on Dialogue and Replayability

Have you ever considered playing an RPG where you’re put in the shoes of a total failure in a world steeped in magical realism? I wasn’t familiar with indie studio Fortress Occident, which makes sense given they have just announced their debut title, No Truce With the Furies, an isometric RPG that focuses on choices and consequences and aims for a very literary and artistic presentation. The game is slated for a release this year on PC and won’t be crowdfunded, something that the developers are evidently proud of, given that it’s even mentioned in the FAQ.

On their own development blog, they boast several interesting ideas and technical achievements, from their own pre-rendered backgrounds with a unique lighting technology, to a system that allows the players to reflect on what the character perceives with the senses, to a combat system that takes place entirely in dialogue, which reminds me of Torment: Tides of Numenera’s crisis system. The team is attempting a lot, and I’m certainly hoping that it pays off and that they aren’t biting more than they can chew:

“NO TRUCE WITH THE FURIES” HAS:

  • A new genre of setting developed for over 15 years in absolute secret. Neither fantasy, alternate history, nor any type of -punk, a novel set in the same world has been dubbed fantastic realism.
  • The most advanced visuals ever made for the isometric perspective. A trick of the trade we call paintshading lets us create a moving contemporary oil painting.
  • A realistic skill system lets you develop original ideas using Conceptual Thinking, tune your nervous system with Electrochemistry, and become a disgrace to the uniform with Composure, a skill that lets you don your disco outfit to the maximum effect.
  • Writing by chronically success-impaired science fiction author Robert Kurvitz and original music by the Mercury prize winning band British Sea Power.
  • Thought Cabinet, an inventory for thoughts, where you process the ideas you’ve stumbled on. Ideas become fixtures, permanent beliefs you can’t get rid of, even if you want to.
  • Exactly one hundred and twenty eight times more choice and consequence than previously thought possible in a role playing video game. This is a world where even the smallest things you say matter.

If nothing else, it’s clear that they also have a cheeky sense of humor:

Inspired by “Planescape: Torment”, “Call of Duty: Infinite Warfare” and “Kentucky Route Zero”.

Spotted on NeoGAF.

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