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."
The best video games always have the best story telling. The writers make the game. Bloated characters and an exciting journey are remembered longer than omfg best grfx evar.Think about it.
Fallout and Fallout 2 from Black Isle. At least, where Black Isle games are concerned. Those games kick many asses.
Planescape. Singular. If you get confused, look at the huge header on the link you posted, or even in the block of text you copy-pasted.
There are a lot of things one could say about Torment - whether the interface worked, how well the rotating class system worked, etc. I'm focusing on the writing. For me, the fun of Planescape is wrapped up in the atmosphere of Sigil and how well written the whole adventure is. Sigil and its denizens are genuinely, entertainingly bizarre without being excessive (unless of course they have to be). The writers dropped Heaven only knows how many tidbits of history, culture, and glimpese of life on other planes, etc. I especially appreciated the way the writers used progressive exposition regarding the major characters, particularly D'akkon. To a certain degree, Torment so successful because Sigil is like a number of other settings, and like none of them at all. The game is one grand riddle. Granted, some of the fetch-and-carry tasks can be tedious, but solving the main puzzle was fun. Heck, even the order and nature of the fetch-and-carry stuff is left up to the player. Help and join the Dustmen. Or don't. Or join the Dusties after you've joined the Sensates. Or the Chaosmen. Or sell your party into slavery and become totally evil. The possibilities are endless. Torment is the only crpg I've actually finished. I gave up on IWD during the final battle. The party combat system was fun, but the story stopped. I gave up on Diablo and Dungeon Siege just before the final battle. With Diablo, the story wasn't hardly there and the combat got repetitive... With Dungeon Siege, the combat system was cool for quit a while, but the story stopped. I lost interest.
I had the same problem the first time I sat down with it, and delayed it for a couple of years. When I found the time to actually play through the thing it was the most intense gaming experience ever. The end will make your back shiver.
The game is still relevant so load it up on a laptop or something, since it has almost no system requirements, and play through what will probably be the last computer RPG with a real story.
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sig sig sputnik
I loved Torment. That game is definately up there in the best of all-time. Not only did it have the most interesting and complex storyline I've ever seen in a game, a cast of interesting characters that you can actually talk to, (not just this banter and occasional stuff like BG2 had), and excellent graphics and music, beyond all that, it made you think and it made you believe. And that is what Planescape was all about. Torment was a game that gave you choices. Lots of choices. Sure, the over-all storyline was rather linear, but there were many different ways to get there, and no two peoples' paths would be the same. You had to create your character from nothing more than a beat-up undying amnesiac, and by the end, that character was you. Your character reflected the choices you made, and those choices were created from your thoughts and beliefs about the scenarios presented in the game. Well, if you cared while you played it, of course. Torment asks one fundamental question: What can change the nature of a man? What did you tell Ravel Puzzlewell? What did you tell the Transcendent One? What was your answer? Or were you too concerned with flashy lights and box art know or care? The game has a lot of dialog, narration, and description in it. Thousands and thousands of lines of it. So what? Take a look at the work of Josh Mandel, quite possibly one of the best writers adventure gaming ever had. He wrote thousands of lines of narration for Space Quest VI, so that you could click on everything and get something funny back. He wrote Callahan's Crosstime Saloon, another game with thousands of lines of narration, and no narrator for it. Mandel made you laugh, and Torment's writers made you think and believe. There's so much there that you're going to miss some of it, so you'll play again and again. Unless of course, you're too concerned with the box art to play in the first place. Torment is a game that you have to spend some time with to understand. You have to read and you have to think. What's wrong with that? Besides, it's been years since I've read one of those Star Trek novels.
Alternatively, you _could_ go buy it. Best Buy still carries it, for $5. Comes bundled with another game, IIRC.
"Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
I played through it twice (a few years apart), and encountered characters, plots, and levels I never even saw in the first play through. My wife then played it, and uncovered yet again characters, plots and levels I had never encountered in both play throughs.
Truely amazing game - memorable not just because of the depth, the supporting characters you could care (at least a little) about...but for being one of the few CRPG's where you can actually ROLE play, instead of hack/slash. Only games that I've played that have come close in the past few years are KOTOR I/II.