
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.
