Planescape: Torment
Planescape: Torment | |
---|---|
Release | |
Genre(s) | Role-playing |
Mode(s) | Single-player |
Planescape: Torment is a 1999
Planescape: Torment is primarily story-driven, with combat taking a secondary role. The protagonist, known as The Nameless One, is an immortal man who forgets everything if killed. The game focuses on his journey through the city of Sigil and other planes to reclaim his memories of previous lives, and to discover why he was made immortal in the first place. Several characters in the game may join the Nameless One on his journey; most of these characters have encountered him in the past or have been influenced by his actions in some way.
The game was not a commercial success, but it received critical acclaim and has since become a
Gameplay
Planescape: Torment is built on
The game begins with character creation, where the player assigns attribute points such as strength, intelligence, and charisma to The Nameless One.[8][9] The Nameless One starts the game as a fighter class, but the player may later freely change it to a thief or wizard.[5] The player may recruit companions throughout the game to join the party. There are seven potential companions, but only a maximum of five may accompany The Nameless One at any given time. Conversation is frequent among party members, occurring both randomly and during conversations with other non-player characters.[9] The gameplay often focuses on the resolution of quests through dialogue rather than combat, and many of the game's combat encounters can be resolved or avoided through dialogue or stealth.[9][10] The Nameless One carries a journal which helps the player keep track of the game's numerous quests and subplots.[3] The Nameless One is immortal, so running out of health points usually imposes no penalty beyond respawning in a different location.[11]
Planescape: Torment uses the D&D character alignment system, in which a character's ethical and moral perspective and philosophy are determined based on the axes of "good vs. evil" and "law vs. chaos", with neutrality bridging the two opposing sides. The Nameless One begins as "true neutral" but can be incrementally changed based on the character's actions throughout the game, with reactions from the game's non-player characters differing based on his alignment.[1][3][12][13]
Synopsis
Setting
Planescape: Torment is set in the
Characters
Planescape: Torment's protagonist is known as The Nameless One, a man cursed with
During his quest, The Nameless One meets several characters who can join him as companions:
Notable non-player characters include Deionarra, a former lover of one of the Nameless One's past incarnations who died as a result of his amoral actions;
Plot
The game begins when The Nameless One wakes up in a mortuary.[3][16] He is immediately approached by a floating skull, called Morte, who offers advice on how to escape.[14] Morte also reads the tattoos written on The Nameless One's back, which were inked there as reminders by a previous incarnation of himself, that contain instructions to find a man named Pharod.[17] After a conversation with the ghost of Deionarra, and passing by enslaved undead who work at the mortuary, The Nameless One leaves to explore the slums of Sigil.[9] He finds Pharod, who is the chief of an underground village of scavengers and the adoptive father of Annah, and is asked to retrieve a magical bronze sphere for him before he will give answers.[17] After returning, Pharod does so, giving him further hints to help piece together his forgotten past.[17] Later on, The Nameless One learns from a powerful sorcerer named Lothar that the night hag Ravel Puzzlewell caused his immortality,[17] but that she is imprisoned in a magical maze for committing crimes against the Lady of Pain.[17] The Nameless One eventually finds a portal to enter the maze, but realizes that it requires a piece of Ravel to activate it; for this, he locates a daughter of hers and takes drops of her blood.[17]
Once in the maze, The Nameless One converses with Ravel, who asks him "what can change the nature of a man?" – a question that plays a prominent role throughout the game.[17][19] Ravel is pleased with The Nameless One's answer because he offers his own thoughts; she claims she has killed many men in the past who, instead of giving their own answers, tried to guess what her answer, which they assumed was the only answer, might be.[17] As the conversation progresses, Ravel explains that a past incarnation of The Nameless One had asked her to make him immortal.[17] However, the ritual she performed was flawed, which causes The Nameless One to risk losing his memory each time he dies.[17] She also reveals that the mortality she separated from him was not destroyed, and that as long as he was alive, his mortality must still be intact somewhere.[17] Not knowing where it is, she suggests that the fallen deva Trias might know.[17]
Ravel then attempts to keep The Nameless One and his party there by force, with them having to defeat her in combat.
In the Fortress of Regrets, The Nameless One encounters three of his past incarnations: one practical, one good, and one paranoid. The Nameless One learns that the "good" incarnation was the original man who was made immortal by Ravel, and learns that he had committed immeasurably terrible sins in his lifetime. Realizing that he would be damned to suffer in the Lower Planes when he dies, he sought immortality to give him time to atone for his sins.[17] Unfortunately, the memory losses he suffered after each death and reincarnation foiled this plan. After merging with his past incarnations through dialogue or combat, gaining their combined experience and knowledge, The Nameless One confronts the embodiment of his mortality, The Transcendent One, who reveals that since being separated from The Nameless One, it has enjoyed its freedom and has been erasing clues that might lead The Nameless One to discover the truth.[17] Depending on the player's choice, The Nameless One either slays The Transcendent One through combat, convinces it to rejoin with him, or commits suicide with a special weapon, with either option ending his immortality. The Nameless One then awakens on a battlefield in the Lower Planes, and accepts his fate to fight forever in the Blood War.
Development
In 1997, the game's designers produced a 47-page document that outlined the game's premise and
Planescape Torment aims to provide its players with a sense that they are excavating a history (the avatar's forgotten past) while exploring, more or less at will, a vast and bizarre invention.
Diane Carr, Game Studies[3]
From the outset, Planescape: Torment's designers intended to challenge traditional role-playing game conventions: the game features no dragons, elves, goblins, or other common fantasy races; there are only three swords; the rats faced in the game can be quite challenging to defeat; and the undead sometimes prove more sympathetic than humans.[16][19] The designers explained that most RPGs tend to have a "correct" approach to solving problems, which is almost always the morally good approach.[21] They called this "predictable and stupid" and wished to make a game with greater moral flexibility, where a particular problem might have "two wrongs or two rights".[21] The main quest is not about saving the world, but about understanding The Nameless One and his immortality.[21] Death (of the protagonist or his companions) is often just a minor hindrance, and even necessary at times.[2][9][21][27]
According to lead designer and writer Chris Avellone, Planescape: Torment was inspired by books, comics, and games, including Archie Comics, The Chronicles of Amber, The Elementals, and Shadowrun.[28] The game's 1997 outline also makes references to The Lord of the Rings to describe some characters.[21] While working on Planescape: Torment, Avellone was simultaneously working on Fallout 2.[22] In an interview from 2007, he says that Fallout 2 helped him rethink the possibilities of dialogue in Planescape: Torment (and in later games he was involved with, including Neverwinter Nights 2).[19] Producer Guido Henkel commented on taking liberties with the AD&D rules by simplifying them: "I think we still take the AD&D rules very seriously and we follow those rules. We just take the liberty of removing some of the 'overhead'."[29] The game's credits also cite Final Fantasy VII as an inspiration.[20]
On developing the character of Ravel Puzzlewell, Avellone thought a cryptic puzzle maker who was in love with the player character and who genuinely tried to help people only to have it backfire on her would make an interesting antagonist.
Avellone remarked that many of the ideas in the game "could only have been communicated through text, simply because no one would have the budget or resources to fully realise many of these fantasy works through TV or movies".
In several interviews, producer Guido Henkel stated that he was increasingly frustrated by the pressure the management of Interplay put on the development team after Interplay's
The game used the
In addition to official
Initially, Interplay hired dark ambient musician Lustmord to create the musical score for the game. He worked on the project for four months, writing over 40 original pieces. However, just six weeks before the game released, one of the producers had a change of heart on the game's musical direction, who wanted it to sound less ambient and "more along the lines of John Williams". His first time working on a video game project, Lustmord considered the experience "terrible", eventually reusing some of the elements from the score in his 2001 album, Metavoid.[49] Needing a replacement soundtrack done quickly, Interplay then reached out and asked Mark Morgan, who had worked on other Black Isle Studios games, to do it. Two additional themes were penned by Richard Band.[50] The game's cast of voice actors included Michael T. Weiss, Sheena Easton, Rob Paulsen, Mitch Pileggi, Dan Castellaneta, Keith David, Jennifer Hale, John de Lancie, and Tony Jay.[51]
After the game's release, a reviewer for
Adaptations
A book by the same name was written by Ray and Valerie Vallese and released by
For the game's 2010 re-release on GOG.com, a second, more accurate, novelization produced by Rhyss Hess was bundled with it, based on the game script by Chris Avellone and Colin McComb.[54]
A third novelization was completed in 2013 by fans through a combined amalgamation of the in game text, the Rhyss Hess novelization, and a text based Let's Play by the user ShadowCatboy on the forum Something Awful. The project was edited by Logan Stromberg and is widely regarded as the best adaptation of the game.[55]
Reception
Aggregator | Score |
---|---|
Bit-tech | 30 PC Games to Play Before You Die (2009)[68] |
PC Gamer | Best RPG of All Time (2015)[69] |
Planescape: Torment received widespread critical acclaim upon its release.
The game's premise and writing were warmly received;
[Planescape Torment's] limits are elusive. ... Even small choices have multiple and unpredictable results, leading players to incidents, to confrontations or to nothing much. The game resists resolution or even comprehension. A rambling text like Planescape Torment bounces when you try and nail it down, it resists totalisation. It has its moments of "rush" and of confrontation, but it wants to be savoured, wandered through, in the company of armed companions.
— Diane Carr[3]
The technical aspects of the game were also praised. Although by the time of its release in late 1999, Planescape: Torment's default 640x480 resolution was not considered particularly advanced,[11] reviewers were pleased with the art design and color of the environments.[4][14] The game's sound and music were described as "well above the norm" and "superb",[6] and one reviewer stated that his only complaint about the music was that "there wasn't enough of it".[11] Another reviewer said that Planescape: Torment had "just about the best sound" they had heard in a video game.[52] GamePro stated, "... the characters talk with the talent of real professional voice actors during crucial bits of dialog".[4] The game's graphics were moderately well received, with incite PC Gaming saying that "[the graphics] can be a little lackluster, although some of the spell effects certainly look very good",[10] a statement echoed in NextGen which stated that "mind-blowing spell effects ... will remind you of a two-dimensional Final Fantasy game."[13]
The game's interface received positive remarks. The US edition of
... we were swept away by Planescape: Torment. It wasn't the effective engine, demented characters, or lavish lands that won us. It was the rich storyline. This tale is more a reflection of your true self than any game ever made.
— Darren Gladstone and Nikki Douglas[10]
Criticism of the game was minimal and problems were generally described as minor,
Awards
Planescape: Torment is commonly cited to as one of the
In 2006,
IGN ranked Planescape: Torment second on their list of "The Top 11 Dungeons & Dragons Games of All Time" in 2014.[90] Ian Williams of Paste rated the game #1 on his list of "The 10 Greatest Dungeons and Dragons Videogames" in 2015.[91] PC Gamer included Torment on their best RPGs on PC list.[92] It was placed at No. 13 on Game Informer's "Top 100 RPGs Of All Time" list,[93] and was included among PCGamesN's "best RPGs on PC" as well.[94]
Sales
In the United States, Planescape: Torment sold 73,000 copies by March 2000,[95] a figure that Desslock of Computer Gaming World regarded as substandard.[96] Comparing the game's commercial performance to that of Ultima IX: Ascension, Desslock remarked that "most of Torment's sales have been in the year 2000, while Ascension's sales were predominently in 1999, even though Ascension was released later in 1999 than Torment." He attributed Torment's relative sales growth in its second year to positive reviews and word of mouth.[95]
In the United Kingdom, Torment appeared at #3 on
Ernest Adams of
Legacy
The game was re-released on DVD in 2009,
Enhanced Edition
Aggregator | Score |
---|---|
Metacritic | PC: 85/100[111] |
Publication | Score |
---|---|
GameStar | 85/100[112] |
Hardcore Gamer | [113] |
TouchArcade | [114] |
Gameplanet | 9/10[115] |
Planescape: Torment: Enhanced Edition, an upgraded version of the game, was created by Beamdog and released on April 11, 2017.[116] It was announced in March 2017 for Windows, macOS, and Linux PCs, as well as for iOS and Android devices. It features similar improvements that Beamdog has done for the other enhanced editions. Avellone provided assistance by helping to curate the improvements to the game.[117] Beamdog had access to the original source code and design documents for the game, and through that were able to recover and include some content that was dropped from the original release, using Avellone's assistance to flesh out parts that were incomplete or missing. They otherwise did not significantly change the game, with the studio's CEO Trent Oster saying that making larger improvements to their work would have been comparable to "basically going in and repainting the smile on the Mona Lisa here".[118][119] Skybound Games, a division of Skybound Entertainment, released Beamdog's remastered version to Nintendo Switch, PlayStation 4, and Xbox One on October 15, 2019.[120][121]
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Further reading
- Fannon, Sean Patrick (August 1999). "Planescape goes PC". InQuest Gamer. No. 52. Wizard Entertainment. p. 26.
- Moscatello, Rick (November 1998). "Painscape". The Duelist. No. 32. Wizards of the Coast. p. 88.
External links
- Official website
- Official website (archived)
- Planescape: Torment at MobyGames
- Planescape: Torment at IMDb