Torment: Tides of Numenera - Mit Rekordergebnis finanziert

Torment: Tides of Numenera
06.04.2013 14:01, Marcel Kleffmann

Torment: Tides of Numenera - Mit Rekordergebnis finanziert

Die Kickstarter-Kampagne von Torment: Tides of Numenera (ab 9,90€ bei kaufen) ist in der vergangenen Nacht zu Ende gegangen. Unterm Strich haben 74.405 Unterstützer die Summe von 4.188.927 Dollar für das Projekt von inXile entertainment zur Verfügung gestellt - dies ist eine neue Rekord-Finanzierung für ein Computerspiel bei Kickstarter. Der vorherige Rekordhalter war Project Eternity von Obsidian Entertainment mit 3.986.929 Dollar - übrigens auch ein klassisches Rollenspiel.

Da außerdem noch knapp 100.000 Dollar via PayPal angesammelt wurden, konnte auch das 4,25 Mio. Dollar Stretch Goal "Longer Story, Voluminous Codex, Crafting Numenera" erreicht werden. Für "Player Stronghold" und größeren Umfang bei 4,5 Mio. hat es nicht ganz gereicht. Dennoch ist die eingenommene Summe eine beeindruckende Hausnummer, da das Minimalziel von 900.000 Dollar um mehr als das Vierfache (465%) überschritten wurde. Nur Star Citizen konnte mehr Geld via Crowdfunding einnehmen, jedoch stammten davon "nur" 2,1 Mio. von Kickstarter .

Die Entwickler sind überwältigt von dem Erfolg und bedanken sich bei allen Unterstützern. Brian Fargo (Chef bei inXile): "Without you there would be no Torment (...) At Interplay our slogan was By Gamers, For Gamers and this attitude could not be truer today. There is no way this game would have ever been funded without this new method of connection and without the passion of our backers who didn’t just donate but worked as a team to spread the word. You guys rock! The passion of the RPG gamer is like none other."

Das Rollenspiel soll ohne DRM-Maßnahmen für PC, Linux und Mac erscheinen - auch in deutscher Sprache. Ein Releasetermin steht allerdings nicht fest, da u.a. das Einfügen der zahlreichen Stretch Goal-Inhalte mehr Zeit in Anspruch nehmen wird (wir berichteten).

Last but not least wurde eine weitere Technik-Demo veröffentlicht, die einen 3D-Charakter auf der 2D-Hintergrundwelt in der Region "Sagus Cliffs" zeigt (Musik von Mark Morgan):

Details zum 4,25 Mio. Dollar Stretch Goal: "Longer Story

More areas, more villains, more NPCs. We've sketched out some of these already - the First Castoff, the Angel of Entropy, the Ruins of Ossiphagan, the crystalline dimension, etc. But at this stretch goal we'll sketch out an even longer, more intricate story than we had planned. A few of the optional areas and ideas we had planned for the core story showed obvious potential for being extended into major subplots, or even adding to the core plot and storyline. We pared back these ideas to be realistic about the game scope - making a great game requires focus and you have to be willing to cull many of your ideas so that the game will be highly polished. At this Stretch Goal, we have a couple specific threads in mind we’ll resurrect and incorporate into the story Colin originally dreamed up, confident that we'll have the resources to really do them justice.

Voluminous Codex

We always intended for Torment to have a journal that would log your discoveries within the Ninth World. Not the kind of Journal that tells you exactly where you need to go next and what you need to do – you are an RPG connoisseur after all, and don’t need us to hold your hand. But what you might like is a journal to catalog your travels and discoveries, one to which you might refer when some past details elude you. One of your suggestions that we really liked was to take the journal quite a bit further. At this Stretch Goal, we’ll do that – we’ll expand the journal, giving you more lore, more creature and character portraits, and more information on interesting/important events as you come across them. As with the rest of the game’s user interface, the journal will be highly customizable to suit your tastes.

Crafting Numenera

The numenera may be beyond our understanding, but they aren't beyond our use. This Stretch Goal will allow you to learn the tricks to combining the numenera into your own custom cyphers and artifacts. This would not be a rote crafting system, but one that includes some puzzle-solving elements (though not what you'd call a mini-game) and that is tied into the world and narrative. This is yet another idea we started to explore early on for the game, but that felt out of scope for our original budget. But at this Stretch Goal, we can confidently commit to restoring this aspect of our design vision as well."


(Quelle: Kickstarter )