Torment: Tides of Numenera Interview

It’s been a while since EGX 2016, but understandably, transcribing interviews is a laborious project, so the folks at GameSkinny have only had the opportunity to publish their interview with Torment: Tides of Numenera creative lead Colin McComb pretty recently. The interview discusses the game’s philosophical aspirations, its inception, its intended audience(s), and a few more subjects. Here’s an excerpt, to give you an idea:

ES: What has been your favorite aspect of working on the game?

CM: “I would say working with the team. I have had such a good time with all these guys. They are extraordinarily creative, professional and giving. Nobody on the team has an ego. Everyone just wants to make this the best possible thing we can make it. I have had an incredible education watching George Zeits do his area design, for instance. Adam and I have been working on this from the very start. Gavin and I have laughed every day over IM. Having the opportunity to build this story from the beginning and shape it all the way through. There are so many good things about this…it is really hard to say.”

ES: And in the same vein, what is the favorite aspect of the game itself?

CM: “Probably the Castoffs’ Labyrinth. Its a shared psychic mindspace essentially constructed in your mind and it’s where you go when you die if you haven’t died altogether. You are essentially exploring it and then rebuilding aspects of yourself based on what you find there. I’ve always been really into that kind of thing. That was a lot of fun. I think my interest in this was shaped extensively by Blue Oyster Cults song “Veteran of the Psychic Wars”.

ES: Oh nice! I love Blue Oyster Cult myself!

CM – There is a whole area in the game based on that song. It is called the Fifth Eye.

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