They weren't even really in the business of making games anymore - Heine lived and still lives in Thailand raising orphans, and the reason McComb had stuck around was to ask Chris Avellone about getting a job, writing for Wasteland 2. McComb didn't know he would be creative lead and Adam Heine didn't know he was going to be design lead. We'd assembled for a Planescape: Torment postmortem podcast, and now, five years on, we're here to look back on the development of Torment: Tides of Numenera for a podcast - and written article - too.īack then no one had any idea Torment: Tides of Numenera was going to be made. I had been speaking to them, and others, about Planescape: Torment, a game they all helped make. ![]() They were Chris Avellone and Colin McComb. ![]() ![]() One 4am nearly five years ago I ended a Skype call and went to sleep, but two of the people I was chatting to stuck around.
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