Few companies make consistently good games. They always falter
somewhere along the path. Some pick up the pace after and keep
doing it; some go down the drain. Bigger companies often have
successful franchises; but they go down the drain, as well. Good
examples are Test Drive (I always marvel at just how bad every
successful incarnation gets), Need For Speed (ditto) and Tomb
Raider: while the first one was at least new and neat, all the
follow-ups were just cash-ins. Examples of companies that I feel
consistently produce quality games without fault are Bullfrog,
Blizzard, Origin (by quality I mean overall, bugs don’t count as
much), and Black Isle at least so far. In this review, our dissection
subject is Black Isle’s Planescape: Torment, and, faithful reader,
we will examine if the proverbial ball was dropped or not (I rather
wish the rating didn’t appear on top of the review, since it’d at
least attempt to keep the suspense for a few paragraphs.)
Planescape: Torment is set (perhaps, unexpectedly) in the
Planescape realm of the Advanced Dungeons and Dragons
universe. For those of you unfamiliar with it, Planescape is the
realm of AD&D which is centered more around the mind aspect
rather than the hack-and-slash aspect. To clarify, Planescape’s
reality are the Outer and the Inner Planes of Existence; each plane
has its own laws, ethos, laws, rules and ideologies. Since this is
less of an existential realm and more of a spiritual one, for the
lack of a better expression, most of the characters you see are
built through the collective consciousness of the mortals of the
more physical planes so you’ll encounter lots of the good, the
evil, the in-betweens and the undefinables. What differs the
Planescape realm from the more traditional ones are the themes
dealt with the realm is based around the "Belief is power"
concept and that which you believe in shapes that which you do.
Philosophical approaches to problems at hand, nature and
interaction of good and evil and a good amount of other material,
that is colloquially referred to as "deep stuff."
But let that not scare you off. Technically, you don’t really have to
read it. You can just blast your way through the game, reach a
high experience level (thanks to no more experience cap) and just
go around leveling the city. (You can’t really level the buildings,
but you can go on a rampage killing people. Don’t know how far
it’ll get you, though.) But if you want to do that, I suggest you go
out and pick up Unreal Tournament and play that instead. (Please,
no Quake 3 comments. I choose UT).
The game is based around the city of Sigil (often called the City of
Doors see below), which is the center of Planescape and is the
single point connecting all planes. It is ruled by the Lady of Pain, a
being most quiet and deadly, one that is feared and behooved at
the same time, for her deadly swiftness of dealing death and
maintaining order in the city of Sigil.
So where do you, the game player come in? First off, you come
into the character creation screen. I wasn’t quite happy with this,
as I’m sure a few other people won’t be, but it might actually be
good in the long run you don’t roll your character, you’re given a
pre-determined race, history, class, alignment and set of points
which you can distribute around your stats. While bad at the first
glance, if you think about it, it may not be such a drag after all
recall that you aren’t playing your game of D&D, but rather
Black Isle’s and they structured and balanced it around a certain
type of character, and deviating from that would’ve shifted the
balance somewhere where it shouldn’t be shifted. However, as
you progress in the game, you can change your alignment, change
classes (if you find the right tutor to teach you the right skills) and
so forth; however, I don’t know whether you can dual-class or not:
I haven’t tried it yet, but someone mentioned that it can’t be done.
I can’t say for sure, though.
Then, the story begins. You wake up in the Mortuary, unable to
remember who you are, how you got there and what you have
done. You are The Nameless One, mainly because you can’t
remember your name, but also because it’s cooler than calling
yourself Bob or Bill or even Qas’axxalar for the lack of a real
name. As soon as you wake up, you encounter a mimir a talking
skull who happens to be a walking (or rather, flying) encyclopedia
named Morte. He has a rather strange obsession with women,
given he has no body, and that will be a subject of endless jokes
on TNO’s part. After you come to terms with the fact that you are
dead, or at least are supposed to be dead, you proceed along the
Mortuary, talking (albeit futilely) to zombies, skeletons, walls,
doors and other pseudo-animate objects, until you come upon an
elderly man who keeps track of all corpses that arrive to the
Mortuary. Surprisingly, he seems to know you and drops a few
clues that should guide you on your way. As you move along a few
more rooms, you come across a ghost of a woman that once loved
you and was once loved by you and she divulges the horrifying
truth about your existence: you are immortal. You can never die;
you may make friends, but they will die, and you will not. You may
love, and be loved, but she who you love will die, and you will
not. Even if you are slain, you will reawaken, and there is never
any peace for your troubled soul. It is a curse; one few should ever
desire to be cursed with, despite the obvious benefits the said
benefits turn into agonizing nightmares after you die a few
thousand times over and find you have to drag your miserable
existence along the Planes searching for a way to lift the curse.
You also forget; every time you die, you remember nothing about
your previous existence.
Thus starts your foray into the Planescape multiverse. You are in
search of your true identity, and you will eventually uncover the
secret of your death and rebirth but will you really want to
know?
Mais retournons ΰ nos moutons, like the saying goes. The
story may be fascinating and involving, but how do you uncover it
if the gameplay, colloquially put, sucks? Find you not will any of
that here, as Yoda would say. The gameplay is strongly
reminiscent of Baldur’s Gate, if only because the same Infinity
engine is used, so the look and feel is virtually identical. However,
the world looks drastically different: while Baldur’s Gate was set in
a fantasy settings, with vast green fields, friendly dragons that
wanted to help you cook your steak, sirens that sung lullabies for
you and other friendly creatures, Planescape is more reminiscent
of run-down universes like Blade Runner and Fallout. While there
are no plasma rifles (and did I wish for one a few times), the
houses look worn, cities run-down, landscapes barren. As well,
you are more likely to run into a zombie, a ghoul or some other
otherwise-dead creature than a honest-to-goodness dragon.
Should you happen to run into one, though, it’s very likely it will
be intelligent, and often, you may want to talk to it before slaying
it which applies to other creatures in the game, too. As I
mentioned before, this isn’t a hack-and-slash Diablo adventure:
quite often, you will get more experience and more information
out of talking to people, rather than blasting them with swords and
sorcery.
Moving on to a few defects. For some reason, the AI was removed
from the party, in the sense that you can no longer tell your party
members to be aggressive, defensive or passive. I found them
standing around getting beaten up by many, many adversaries
so you’re best recommended to use some sort of an Auto Pause
trigger (suggested: target gone) and manually reassign targets
every time they die. Of course, it is also possible I wasn’t patient
enough and didn’t wait for end of round but I don’t think so. As
well, the game has a few bugs one notable one is a character
you talk to in the game, convince him to do something, get a good
number of experience points but before moving on, talk to him
again, and that, ad infinitum. Makes a good high-powered
character rather early in the game, wouldn’t you agree? Of course,
some people will call that cheating but then, some people call
AD&D Satanism, Paganism and otherwise refer to it as a religion.
There has been a marked improvement over the inventory system:
no longer does the game unpause when you go into the inventory.
While rendering the combat somewhat more simplistic, I do find it
works well for applying med aid after all, one of my hobbies is
fighting at below 10% of hit points and saving on medpacks as
much as possible. Of course, one of my other hobbies is saving:
true story, by the time I finished Baldur’s Gate, I had anywhere
between 650 and 700 saves. That’s a grudge, actually: since the
game parses each directory for a small screenshot of the location
you’re in, it takes quite a long time even on a fast computer if you
have a lot of savegames. Granted, one has to me close to mad (or
mad?) to have saved 700 times, but even at 100 savegames it
becomes an issue.
The environment is quite astounding, as well. Everything is tightly
integrated: the art, the music, the dialogues (which are carefully
crafted in the official Planescape slang), and even the spoken
dialogue is great: though there isn’t much of it. Often, characters
(usually important ones) will start a dialogue by actually speaking
to you, but somewhere halfway through the dialogue, the speech
runs out. Did Black Isle run out of time to record more speech?
That’ll remain unknown, I suppose.
One thing that differs Torment from the likes of BG is the status of
the player in the world. You aren't just another wussy whooping
other wussies' asses - you are known and are a "force to be
reckoned with." The downside, though, is that everyone else isn't a
wussy either, so the end result is the same; but at least the equality
is drawn at a higher level. And another aspect (aside from the
thinking one, that is) that might scare some people away is the
difficulty level: while not as hard as some RPG's, Torment isn't
excessively easy, either. Of course, there is a difficulty setting
slider but even then, especially for those unaccustomed to the
AD&D world, life might just get a little bit too hard. On the other
hand, Torment does everything to help you learn fast, so bonus
points for it there. As a side grudge, I’m rather disappointed that
the combat rolls were taken out of the main dialogue window I
rather like to look at them after a round and examine who got hit
and what my bonus to hit rolls were but not anymore, as every
roll appears above the character that rolled it and floats up
towards the upper edge of the screen, only to permanently
disappear. You can technically run and chase it and keep it there
for a certain amount of time, but it would be interesting to find out
just how many people find that useful.
A word of caution for the wary: there is no more multiplayer in
Torment. Perhaps for purposes of a balanced gameplay, or other
reasons unbeknownst to the end user, multiplayer was left out; so
you’re completely on your own in this dark and scary world with
nobody to hold your hand, or nobody to let hold your hand. Either
way, the game is completely single-player.
And so, where does that leave us in terms of an overall suggestion
for the game? When Black Isle released Baldur’s Gate, it
enveloped the souls and minds of many gamers that played it,
willingly or unwillingly, for months unend. The experience cap
was detrimentary; but a few clever people (I pay homage to them
now just like I did in the Baldur’s Gate review) removed the limit;
that got many people dubbed cheaters, but as I said, there are also
people that think AD&D is a form of Satanism. There is no more
experience cap in Torment, so those seeking to make an
extremely powerful character can, easily. If anything, we should
only hope that the expansion packs (should there be any) would
be just a bit better than Tales of the Sword Coast in any case,
Planescape: Torment is a yet another astounding title out the
doors of the Black Isle factory, and is well worth your jink, as
Planescapers would say.