Er... Just as an aside, in how many other games are you a glorified mailman? The BG series does it often enough, the KotORs did it, most (if not all) of the Final Fantasy series have some those quests, the Grand Theft Auto series even has them here and there. It's a cliché staple of quests in games. Certainly not something specific to Torment.
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.
Er... Just as an aside, in how many other games are you a glorified mailman? The BG series does it often enough, the KotORs did it, most (if not all) of the Final Fantasy series have some those quests, the Grand Theft Auto series even has them here and there. It's a cliché staple of quests in games. Certainly not something specific to Torment.
Er... I apologize for the layout of that last post. There were *supposed* to be paragraphs there...
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.