beware your nemesis
Blizzard spoke with us recently about what separates the Diablo III: Reaper of Souls Ultimate Evil Edition experience over the PC and spoke about platform differences. Click here!
inquiring minds
We chat with friend of the site Cameron Lee about Dragon Age Inquisition's endgame content, theorycrafting, tactical play and much more. Click here for our interview!
welcome to you're doom
AusGamers got a 15-minute live sneak-peek at the totally reimagined Doom at this year's QuakeCon. Read our in-depth first-look impressions right here!
highway to the danger zone
We caught up with The Witcher 3: Wild Hunt's game director, Konrad Tomaszkiewicz, to talk all things Witcher, monsters and open-world! Click here!
Post by Eorl @ 10:56am 19/06/14 | 0 Comments
Developer InXile has announced that their Kickstarter-successful title Torment: Tides of Numenera will be releasing a year later than originally planned (via Destructoid), after the studio moved the RPG's release window from early 2015 to the fourth quarter of the year. The Planescape: Torment spiritual successor was first targeted for December 2014 before Inxile pushed it into 2015 towards the end of its Kickstarter campaign.
Wasteland 2's success in Early Access allowed us to spend more time improving it," Saunders said, "which also meant we had more time in preproduction on Torment. We've had more time to prototype, improve tools, iterate on our processes, etc. before entering full production. This has been a great thing for everything... except for our release date.

"Now that we have a more certain roll-off plan for the production team from Wasteland to Torment, we're better able to predict the shape of our schedule."
While you might be worried that pushing the date back will cause the budget to inflate, the good news is InXile has only used roughly 20% of their funds so far. "For the last while, we've been in what I've called a 'limited production' mode," Saunders explained. "During this phase, the emphasis has been on proving out our design and pipelines (i.e,. how exactly we get anything from being an idea to being fully implemented in the game). This is typical for preproduction, but the distinction I'd make is that we've been creating actual game content, which is unusual in the industry."












Latest Comments
No comments currently exist. Be the first to comment!
You must be logged in to post a comment. Log in now!
 
Log In
User:  
Pass:  

Advertise with Us | Download Media Kit | Privacy Policy | Contact Us
© Copyright 2001-2014 AusGamers™ Pty Ltd. ACN 093 772 242.
A Mammoth Media web development / Australian VPS Hosting by Mammoth Networks