At the core of our design for The Bard's Tale IV is the idea that all attacks and abilities should be interesting to use. We are trying to move away from giving every character the same basicattack ability that just does damage. While doing single target damage is effective, there isn't a lot of strategy revolving around the choice of whether or not to attack your enemy. The answer is generally yes. That's an example of a missed strategic opportunity we wanted to capitalize on. Your weapons, spells, and abilities will offer their own unique attack types that often have different built-in properties to set them apart. You're saving the world, gosh darn it, so you'd better do something heroic! These differences can be minor or major, but the point is that each attack is designed to shine in different scenarios. Throughout your adventure you'll encounter enemies using new abilities and tactics. You'll need to keep evolving your strategy to be victorious.
Like we've said in previous updates, we want to allow player to experiment with multiple party compositions, including ones that might not conform to the tank + DPS format. One way this grid system supports that goal is evasion based defense and enemy disruption. Evasion based defense is the idea that I can attack with a character and then move that character in such a way that it makes it difficult for my enemy to effectively re-position themselves to mount a concentrated counterattack. Rogues are particularly good at this sort of hit and run tactic. Enemy disruption is similar, in that some classes are capable of throwing their enemies around the battlefield, disrupting their formation and making it difficult for them to effectively strike back in their following turn.
Kickstarter Update said:All said and done, our combined iteration and localization efforts are looking to be a 6-month process. So, we have two paths open to us, a bit of choice and consequence, if you will. Those of you who have been following our updates know we have been hinting towards a late 2016 release, and we could crunch and rush to get the game out around November. But doing so would mean both sacrificing the quality of our localization and would lead to a less polished game for the nearly 100,000 people total who have backed the game. Therefore, in the interests of giving everyone the best experience, we will be releasing Torment in early Q1 2017.
We know it's frustrating to wait a little longer, but we've come this far. I remember the pain of moving the release of Baldur's Gate 1 effectively into January in much the same way, but that ended up being the right move and we all know how fondly it is remembered today. These types of trade-offs are never easy, but from day one it's been our goal to make Torment the masterpiece you deserve.
This is my unsuprised face.
At least that means I'll have more time for dicinity 2 on 2016!
There's only one reason why I'm not completely flipping out about this game: because I know Larian I also know that it won't release in 2016. There's no way in hell. That's why, for now, it sits at haha-if-you-think-this-releases-in-2016-I-got-a-bridge-to-sell-you/10 Durante hype points (a reward held by Torment: Tides of Numenera in 2015).
If you like balls hard JRPG dungeon crawlers, Stranger in Sword City has got you covered.
The Age of Decadence is solid. It's ~10 hour rpg with focus on replaying for different outcomes.
How was Inquisitor writing-wise? It looks pretty old school and hard to get into, but if it's got fun dialogue and quests I'd love to give it a try.
Maybe try Underrail?
The writing is by far the best part of the game. It's super text-dense and has a fantastic atmosphere with plenty of paths to take. I liked it. The combat is complete trash though, but so was Torment's.
Well fuck me, I know what I'm starting this weekend, then. Thanks! The mediocre-at-best combat combined with the high difficulty does concern me a bit, but it's the PC... I'm sure there are ways I can make the game easier for myself lol.
I forgot Balrum, actually. I'm going to give that a shot. And I was a huge Spiderweb fanboy during the CRPG dark days, and still buy his games out of support. Still my favorite combat in the genre, right next to Pillars.
Which I went ahead and restarted while waiting for Balrum. I forgot how fun this is. Have we heard anything about PoE2?
Man, Torment feels like it has been in developed forever.
~4 years by the time it comes out. Not an insane dev cycle, it's just that, unusually, we've known about it from more or less the moment it was greenlit, rather than when the PR spins up for release, like most games.
You expected a new cRPG at E3?
More is better, but I really don't feel like we are in any danger of suffering a drought.
IIRC,divinity 1 and pillars' KS projects were launched during an E3.
And it feels like the rate of new cRPGs has slowed down in 2016,after the crazy 2014-15.
This is probably true, but the rate in 2014-2015 was just insane (and honestly not something I could keep up with). There are still more CRPGs releasing this year and next than there were in half a decade in the 00s.And it feels like the rate of new cRPGs has slowed down in 2016,after the crazy 2014-15.
The only notable loss is Shadowrun, which lost its slot to Battletech. Which will probably be more wargame-y than cRPG.