I do a mistake if i say that creators of this game are different of the original Torment team?
Zox_Fury. Chris Avellone, who was the lead designer of PS:T is not working on the project. The reason is because he is working on Project Eternity and Wasteland 2 (a game made by the same developers of Torment: Tides of Numenera).
Other than that, they basically have everyone from the original Planescape: Torment game in their team. Here is some detail about the team they managed to gather:
Team. If you were looking for team continuity, you've got it. Many key members who played a role in the Planescape setting and Planescape: Torment are involved in Torment: Tides of Numenera. Colin McComb and Monte Cook were two of the three primary writers for TSR’s Planescape setting. Colin was also a key designer on PS:T, where he worked closely with lead designer Chris Avellone. For Torment: Tides of Numenera, Colin is leading the creative vision in the setting that Monte has crafted. The two are also joined by their long-time partner Ray Vallese, who edited and wrote for the Planescape setting and who'll be editing Torment content. (That’s right – the quality of writing for Torment is so important that we have a professional editor on the team.) Our Project Director, Kevin Saunders, wasn't on PS:T, but was the lead designer and producer for Mask of the Betrayer, regarded by many fans as the game closest to being a PS:T successor (until now!).
We have the honor to work again with Mark Morgan, who composed PS:T’s music. You can hear his first piece in our Kickstarter launch video and in the concept art montage above. Other contributors to Torment in this preproduction period have included Adam Heine (a scripter on PS:T) and Aaron Meyers (an artist on PS:T). And, of course, it was Brian Fargo who originally saw the potential of Planescape: Torment at Interplay and who greenlit the project so that it could be made in the first place. And we're going to bring on a lot more people-some of the Wasteland 2 team, or course, and other high-profile writers who can provide their own inimitable voice to the game. We're excited to be working with them.
Basically, they have the same writers, composer, scripter, artists, editors, and of course Brian Fargo who published it. The Project Director for the game is the lead designer for Neverwinter Nights 2: Mask of the Betrayer, which has an awesome story and is very Tormentlike. Brian Fargo was the head of Interplay who published Planescape: Torment, and he's nowadays the head of InXile, who is developing this Torment.
The only one missing is Chris Avellone from Obsidian, and if you're wondering what he thinks about this, then here you go:
I wouldn't worry about the team too much :)