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."
Nothing beats.. (Score:3, Interesting)
Atmospheric depth (Score:5, Interesting)
Re:Atmospheric depth (Score:3, Interesting)
Needs a remake ... (Score:3, Interesting)
Unfortunately, I went to play Planescape after playing BG2, and BG2 ruined it for me. Yes, I could tell that Planescape looked like fun from the beginning, but BG2's graphics were much better (1024x768 is much better than 640x480, even if BG2 didn't make proper use of it) and the interface was considerably better. I know it shouldn't really matter, but it did.
(Note that BG2 and Planescape had the same general interface -- an isometric view, 2D sprites, etc. BG2 just had it polished a good deal more, as it came out later.)
Neverwinter Nights was sort of fun too, but it never really did it for me like BG2 did. Sure, the graphics were better, but I really missed having a full party, and the story wasn't nearly as good. (Story is very important for games like this.) And the interface never seemed right, though I couldn't really put my finger on it, beyond never really liking those `radial selection things'.
It would be very neat if Planescape came out with either the BG2 or NWN engine (or something newer.) The BG2 engine could probably be done relatively simply, though the artwork might need to be redrawn (or we could just have a larger screen, which would be nice too) and the NWN engine would probably require a complete rewrite. And considering how poorly Planescape sold, I don't see this happening. A pity.
Re:Atmospheric depth (Score:2, Interesting)
yes, fallout (1) was also great, but it stood out not only for its story but also for its analog interface that was out off this world, but PST was just a wicked story in which you could actually roleplay if you had the brains and charisma to do it! just a memorable piece
Re:Box Art (Score:3, Interesting)
Specifically,
MCA: Well, it sold all right, although it didn't do Baldur's Gate numbers, but rarely did a PC RPG do that well anyway. I guess some obstacles to its sales were the nature of the game itself (very text heavy, non-traditional gameworld), a shitty box cover (all that had to be done was make a box cover that looked similar to the Baldur's Gate one, and be done with it), and those are the only factors I can see. There was probably more, but those are the ones I can point to and wince.
Overrated? Feh. (Score:5, Interesting)
Re:No, you are wrong. (Score:3, Interesting)
More positively let me say this, Planescape wasn't bad but I think we can do better, a lot better. A game could become, as it were, great literature. I genuinely believe that. There was a time when nobody thought film could be an artistic medium either and photography was just for snaps. Basically I'd hate to think that it was considered some sort of pinnacle of interactive story telling when its really just a foot hill. Lets not stop here, lets press on. In this world of sequel factories, computer game censors and so on I hope the chances aren't missed.