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The Impact of Planescape Torment

The ever interesting Escapist has a piece up examining just why Planescapes\ Torment is such a perennial favorite among gamers and designers alike. From the article: "The strangest, and one of the least successful RPGs from Black Isle (the company that brought you the Icewind Dale series), Planescape: Torment, which was released in 1999, took a risk by using the alternate Dungeons and Dragons campaign of Planescape, a not-really-fantasy, not-really-futuristic world that's mostly defined as unstable and bizarre. Strange and unruly dimensions intersect at the city of Sigil, where most of the game takes place, and your character, portentously called The Nameless One, wakes up in a mortuary with amnesia, a battered shell of a body that cannot die, and just one friend: a flying, talking skull. And the game gets stranger from there."

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  1. Re:Story telling by Digital+Vomit · · Score: 4, Funny
    And which scene in Pacman is most memorable to you?

    The one where, like, Pacman was being chased by those ghosts and then they went off the screen and I was, like, "OMG! Will the ghosts get him?" and then he came back on the screen chasing the ghosts and I was like "Awesome!". It was great! My heart was, like, pumping and everything!

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.