Black Isle's Torn | |
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Developer(s) | Black Isle Studios |
Publisher(s) | Interplay Entertainment |
Designer(s) | David Maldonado |
Engine | Lithtech 3.1 |
Platform(s) | Microsoft Windows |
Release | Cancelled |
Genre(s) | Role-playing |
Mode(s) | Single-player, multiplayer |
Black Isle's Torn was a role-playing video game developed for Windows by Black Isle Studios, announced on March 22, 2001 and cancelled in July of that year. The game was to use a modified version of the SPECIAL role-playing system, which had been implemented in the Fallout series. Developed on various editions of the Lithtech engine, Torn possessed features unseen in previous Black Isle Studios games, such as 3D graphics and real-time camera movement.
In Torn, the player assumed the role of a wanderer, who was cursed to bring misfortune to people and places around it. Under a king's orders, the player undertook quests to clarify a series of conflicting prophecies. Unlike several other Black Isle Studios games, the game was to take place in an original world titled "Torn" instead of a traditional Dungeons & Dragons location.
Torn was to use a modified version of the SPECIAL system; combat occurred in quasi-real-time, rather than strictly being turn-based. To achieve this, Black Isle Studios created the "recovery system", in which action points were used to determine the amount a combatant could accomplish in a given amount of time. Action points were spent with each action, and based on what percentage of an acting character's total action points were used, that character would need to wait a varying amount of time before taking action again. For example, if two characters expend half of their action points, they will attack each other at the same speed, regardless of the point totals for each character. Exceptions to this were to include recovery being hindered by movement, using items, or switching equipment, which was always allowed, though it reset the recovery time.
Like Fallout, the game was not to support character classes; instead, the designers opted for a system where a player defined their character by the skills and special abilities selected when leveling up. For example, a character with skill choices of stealth and assassination would become the rough equivalent of a "rogue". The system would have allowed players to choose their characters' race, which would change the types of abilities selectable.