The Impact of Planescape Torment 94
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."
Look at me, I'm on the internets! (Score:4, Informative)
Re:Ok, you got me on it. (Score:1, Informative)
Re:Ok, you got me on it. (Score:4, Informative)
Re:Atmospheric depth (Score:3, Informative)
Fallout 2 comes close, as the final boss fight is mandatory - although you do not need to participate in the fight at all, since you could convince Sargeant Granite's squad to assist you.
Played it already? Try again...you're missing out (Score:4, Informative)
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.