PS4Pro: Is the RPG system in the new game similar, the same, or different, that for the old game?Ĭolin McComb: Very different. The Unity engine is a newer development space that can support all kinds of games and platforms. Why using the same technology?Ĭolin McComb: It’s a different engine. PS4Pro: The Unity engine used by Interplay and Black Isle was very nice in the beginning of 2000, but it may seem a bit obsolete by today’s standard. PS4Pro: How many members of the original Torment team were working on the new game?Ĭolin McComb: Let’s see… Adam Heine, Chris Avellone, Aaron Meyers, Damien Evans, Rob Ciampa, Brian Fargo, me… I feel like I’m forgetting someone, but at least all of us contributed something to the game. Each of our callbacks and cameos stands on its own and doesn’t require having played Planescape to enjoy these specific NPCs or items.
PS4Pro: Are there any connections story-wise between the first game and this one? At least in the form of some cameos?Ĭolin McComb: Oh yes. The rest… well, the rest is four years’ worth of development. I said I’d be happy to, provided we could bring (Planescape: Torment developer and Torment: Tides of Numenera design lead) Adam Heine aboard, and Brian agreed. It didn’t work out, sadly, but later in 2012, Brian Fargo contacted me and said he’d bought the rights to the Torment name and asked if I’d be interested in helping him make it. PS4Pro: How the idea of making another Torment game came, after more than 16 years?Ĭolin McComb: Chris Avellone and I had been talking about the possibility for years, and in February of 2012 we started to make plans about how we’d do it.