| Planescape
Torment
Review by Scout
May 2005
What can change the nature of a man?
That's a loaded question if ever there was one. It's timeless and
timely, a question meant to make you pause and reflect. It's as
important today as it was, say, in Aristotle's time, and it will
no doubt occupy a few of the better minds of generations to come.
It also just happens to be the central conceit of Black Isle's 1999
CRPG Planescape Torment. It's not the only question you'll
confront while wandering the streets, alleys, halls and crypts of
this game, but it's the central one, the big kahuna, and there is
a scene later on where you will be forced to answer it. Which of
the many possible replies you choose will say as much about your
worldview as all the actions you have taken prior to this point.
This is pretty heady stuff for a computer game, more an issue for
a philosophy class than an electronic entertainment, but since one
of the game's creators was a philosophy major, this is also the
stuff of Planescape Torment.
Don't approach this CRPG too lightly. It's the gaming equivalent
of War and Peace, slow to start, frustratingly obscure at
times, yet once that great narrative engine finally revs up, it
moves the player along with breathtaking authority. I've only played
it once so far. Usually I play a game twice before sitting down
to review it, but I'm not ready to reenter the world of Planescape
Torment just yet. There's something about this game. It's disturbing,
haunting and heavy. I've never seen anything quite like it.
The game begins in one of the great settings of all time, a grisly
mortuary reminiscent of the abattoir in Sanitarium
but 10 times worse. Moaning zombies shuffle about, odd chaps
in gray robes watch as other odd chaps vivisect corpses on bloodstained
slabs, the dead bodies split open from crotch to jugular, the flesh
and muscle pinned back to expose the rotting insides. You awake,
blessedly intact, on one of those slabs. Floating next to you is
a yammering skull. The skull seems to be talking to you.
Meet Morte, the disembodied, fleshless head who is your first and
most steadfast companion throughout the game. Morte is a master
of the wisecrack; a leering, lustful orb of bone with the nastiest
set of chompers this side of the Styx. As he attempts to debrief
you, you realize that you have no idea how or why you ended up dead
on a slab. In fact, you have no memories at all. It's the oldest
trick in the storyteller's book, starting out with an amnesia-afflicted
protagonist. As trite as that might seem, it's not a crutch but
the main thread that holds this wildly phantasmagoric narrative
together. Since you have zilch, nada, no memory, you are called
the Nameless One. You're little more than a hulking, wild-eyed savage
in a loincloth, covered head to toe with scar tissue, trapped in
a prison mortuary. Fun for the whole family, Planescape is.
Black Isle, developers of the Baldur's Gate and Icewind
Dale series, know their CRPGs as well as anyone, but in this
game things are a little different. First of all, you don't create
a character; you are the Nameless One, end of story. You
still have the usual ability to assign your character statistics
and attributes at start up. You can pile up points in Strength to
make a fighter, load up on Dexterity to make a thief and boost your
Armor class or choose Intelligence if you lean toward a mage and
are keen to recover your memories. But, unlike most role-playing
games, there's no choice of race or gender, no elves, fairies, ogres
or haughty mandarins to choose from. You are the Nameless One and
you start out as a level three Fighter, period. To make up for the
lack of an open character generation system, once you begin to collect
your party, Black Isle lets the Nameless One shift between classes
at will, moving easily from Fighter to Mage to Thief and back depending
on the story's needs. As you advance in the game and start to level
up, you will find yourself intuitively specializing. I spent most
of my time switching back and forth from Mage to Fighter, sharpening
my weapons skills and gathering cool pyrotechnical spells. About
those spells ... While wading into a fight with your axe swinging
is always therapeutic, there is little to compare to launching a
ball of pulsing light into the air, watching it rise, rise and then
plummet, pounding your foe flat into the cobblestones. In fact,
except for a latecomer to the party, these missile-type spells are
pretty much the only ranged attacks available.
A good tip, at least for your first play-through, is to load up
on as much Intelligence as you dare. While this will automatically
boost your spell-casting skills and push you toward all things mage-like,
it also opens up the maximum amount of dialogue choices, which in
turn speed the return of your lost memories. Normally, dialogue
choices aren't such a big deal, but in Planescape Torment the
word is a mighty thing. It's spoiling nothing at this late date
to say that the Nameless One can as easily vanquish an enemy with
a few well-chosen phrases as a quick thrust of a dagger. Later in
the game, this comes into play in ways hard to imagine. Don't ignore
Strength and Dexterity, as you will need them, but they will tend
to build up as you progress. High Intelligence will help pave the
way for the thinking player, and this is a thinking (and reading)
player's game. Feargus Urquhart, Black Isle's division director
for Planescape, hinted as much in a June 11, 2001 interview
with Gamasutra when describing "the differences between the
Baldur's Gate series, Icewind Dale, and Planescape:
Torment. All of the products use the same engine (the Bioware
Infinity Engine), but all of them are seen as very distinctly different
products. The way we think about them is along a line from adventure
to hack-and-slash. Torment is almost an adventure game, Icewind
Dale is almost a true hack-and-slash like Diablo, and
Baldur's Gate is somewhere right in the middle."
Torment is almost an adventure game. While everyone and
his grandmother likes to claim that his blood-soaked shoot-'em-up
is really just a misunderstood adventure game, for once, there is
some truth to this claim.
Indeed, one of the driving ideas behind Planescape is the
opportunity to consistently use brains over brawn. You can
react by force at the first sign of trouble, or you can puzzle your
way through the dialogue, reading between the lines, divining the
character's motivations, trying to persuade instead of pummel. To
this end, there's a lot of extremely well-written dialogue to wade
through and even more if you tilt your gameplay to exploit the game's
adventure flavor. Many of the quests have a puzzle quality to them;
there is a lot, lot, lot of reading and yet if you pay attention
and listen carefully and act on your hunches, you'll be surprised
how much combat you can avoid. NPCs will engage you in surprisingly
deep discussions, especially those associated with the main quest.
Even the one cathouse in the game is called the Brothel of Slaking
Intellectual Lusts. The maidens therein engage their patrons in
philosophical discussion and debate instead of sweaty, impersonal
boot-knocking. Your own party is a gabby bunch, quickly falling
into witty repartee if you ignore them too long. Some of the conversations
are serious, some lascivious, especially those featuring the beautiful
Fall-from-Grace as the topic.
Choices abound, and they're all yours to make. Your good/bad alignment
is set to neutral at the beginning and, depending on your responses
and reactions, shifts toward the light or the dark. A tip to the
player wanting to play nice: Sigil, the Planescape city you start
out in, is a tough neighborhood. Don't be afraid to practice some
prudent self-interest, especially at the beginning. Grab what you
need when you need it. The alignment needle moves slowly off its
default slot, and you can get away with a lot of mischief before
you start to register as a selfish rogue. You'll have plenty of
opportunities to burnish your reputation later.
The interface is a bit complex but well thought out. For instance,
when you enter combat, you can manually right-click anywhere on
the playing screen to summon up a game-pausing World Screen Interface,
basically a movable menu of action choices of which weapon to wield,
spells to load, or special powers to implement. Also included are
inventories, maps, journals, talk icon, stats, and portraits to
allow you to move from member to member and assign tasks before
launching your attack. Once the bookkeeping is finished, return
to the main screen and then click on the enemy. All of these options
are also permanently available at the lower left corner of your
screen. The choice is yours, though I found myself using the World
Screen since I didn't have to cursor down off the playing area to
set up my attacks. Movement is strictly point-and-click and reminiscent
of Baldur's Gate's navigation scheme, though when you depart
a building, your party automatically follows instead of remaining
behind.
Many of your encounters, if handled wisely, will trigger flashbacks
for the Nameless One. As well as filling in the blanks about his
enigmatic past, these flashbacks give him skill points. What is
different in this game is you are retrieving skills, not
building or learning them. The Nameless One has lived countless
lives, fought countless battles and has been-there-done-that times
ten. What the player is doing is tracking down and uncovering a
mystery instead of building a character to save the world.
Also unique to Planescape is the small fact that the main
character cannot die. Your party members can snuff it permanently,
but the Nameless One suffers no such fate. When he falls in combat,
he returns immediately to the game, inventory intact, first back
in the Mortuary and later on at particular points depending on where
he is in the game world. This is a stroke of brilliance on the part
of the developers, an organic solution to one of the central paradoxes
of gaming, reloading after the main character dies. This is something
I've resented since I met my first grue in Zork, the sudden
dump to the menu so that you can reload your last save. Developers
are aware this is a sore point, and many automatically return the
main character to a prior load point, but still there's something
inherently cheesy about using the die/reload strategy to get through
a game. It's become such a tradition that most gamers barely notice
it. But in Planescape Torment the Nameless One cannot die.
He can only be temporarily put down. No matter the damage, no matter
the foe (with one very special exception), he will revive. In fact,
death often works to the Nameless One's advantage, advancing the
story at some points and even functioning as a fast mode of travel
at others.
All of this merriment runs on the same engine used in the original
Baldur's Gate, Bioware's now-dated Infinity Engine. Unlike
Fallout,
with its strictly tile-based engine, the Infinity Engine allowed
(forced?) the artists to deliver fully rendered backgrounds onto
which maps could be laid and then the whole thing tweaked and retweaked
for maximum effect. In Planescape, the artists really gave
their imaginations free rein, conjuring up one beautifully deranged
area after another. Buildings jut out at crazed angles, carved stone
pillars that serve no possible purpose rise high out of sight, web
works of cables stretch from roof to roof, stairs are built of rotted
boards or carved from living stone, underground crypts glow with
jewel tones, pathetic creatures hide out in gigantic skulls, robot-savants
tinker endlessly with a viciously lethal maze.
As gorgeous and fitting to the concept of the Planes as all this
is, for the player it's a little like moving half-inch high people
through the world's most psychedelic carpet. Due to this strict
2D, isometric viewpoint, the amount of detail can be disorienting
at times, and it takes a while to get a feel for how to get around
in this lavishly rendered multiverse. You need to keep a sharp eye
on the screen just to get from point A to point B. Later, when the
maps open up, it gets less tedious to move around. There's a reason
the developers didn't let you utilize the maps at the outset, though.
It's important for you to physically accompany the party as it cruises
Sigil, engaging in a hundred minibattles and chatting up the denizens,
running their quests so that you can uncover and utilize the skills
you'll need for the later, more challenging parts of the game. There
are countless nooks and crannies in this game, and exploring the
different areas is half the fun. You would be cheating yourself
by skipping across maps too early. Mind-melding rats, a pregnant
alley, weeping stones, riddling skeletons, a prostitute who specializes
in heaping foul insults upon her tricks, a madman mourning his lost
fork, a crazed hag who will literally thrust her claw into your
guts and rummage around inside ... these are only a few of the encounters
that await the thoroughly snoopy player.
Your own party is hardly the picture of normality, either. There
is Morte, of course, who is with you from the start. His mouth is
his weapon, his curse and his gift. Much like Grumpos in Anachronox,
Morte has the ability to befuddle a foe with a burst of taunts.
This is especially useful against powerful mages who cast devastating
missile spells. Turn Morte loose on one and watch the enemy's spells
fizz and misfire time and time again. Almost as powerful are Morte's
chompers. He can often chew through a small gang of lesser foes
all by himself while the Nameless One stands aside and watches.
Dak'kon, an ancient Githzreal warrior, is a bit deceiving. Mysterious
and hypermoral, he is trained in the martial arts and yet is oddly
vulnerable to attack. I often found myself healing Dak'kon in the
heat of battle while sturdy little Morte battled on unfazed. Still,
Dak'kon is valuable if only for the fact that merely talking to
him allows you to shift from Fighter to Mage and back at a moment's
notice. There's much more to Dak'kon than that, much more to all
of the party members than can be covered here. Spend as much time
as possible talking to and interacting with them, and you'll be
rewarded.
The third indispensable party member is Fall-from-Grace, a winged
succubus of one of the feuding demon classes responsible for the
endless war raging beyond Sigil out on the Planes. Fall-from-Grace,
sold into sexual slavery by her own fiendish mum, subsequently freed
herself through her wits and went on to operate the Brothel of Slaking
Intellectual Lusts. She's a stunning if ultimately platonic beauty
with a cool aristocratic bearing, a heart of gold and an unerring
judge of character. The Nameless One could do worse than to listen
to her wise and compassionate advice. She rarely steers him wrong.
She's also a powerful healer and a decent warrior. I kept her near
at all times and came to depend on her feedback, savvy and healing
powers. Having her with you at the last part of the game results
in some surprising revelations as well.
Other, lesser (at least for me) party members were Annah, a young
Tiefling, half-human, half-demon with a bad crush on the Nameless
One. A thief by trade, she is handy at the onset but tends to be
a liability in the tougher battles. Of course, I chose to leave
her behind a lot, so she had little chance to build her stats. I've
read of other players successfully building her into a formidable
opponent. In Planescape Torment, it's the choices you make
as a player that shape how game unfolds, not the game shaping how
you play. Ignus, a mad mage literally consumed by a fire fetish,
can toss a mean fireball, but he was too unstable and unlikable
for my tastes. There's funny, cool, geeky Nordom, a rogue computer/robot
you find at the end of a grueling quest. He's a delight to talk
to, and his stats will rise just by interaction with other party
members. He is the only one who can use ranged weapons, so if you
feel especially in need of a talking, crossbow-wielding box on legs,
make it a priority to find and use Nordom. His hyperlogical observations
on the effects of Fall-from-Grace's sexuality on adjacent males
are priceless. Finally, there is Vhailor (who I confess I missed
altogether), a dead Mercykiller who is haunting his old armor. Apparently,
he's a tank and a half with a rigid moral code, and though he is
worth his weight in a battle, be sure you don't commit a crime while
he is around or you'll quickly find yourself fighting for your life.
As in any CRPG, there's a vast arsenal of spells and weapons at
your disposal. You can earn them through quests or by stealing them,
buying them or finding them. Armor doesn't play a large part in
this game, though. In fact, my main character spent most of the
game in a ragged loincloth, only once donning a robe and only then
as a disguise in the Mortuary and not as a protection. I think there
was a cracked breastplate available to the Nameless One, but all
of the rest of the armor was for other party members only. Fall-from-Grace,
due to her healer status, and Annah, a vulnerable thief, had the
most armor available to them. The Nameless One gains some protection
through rings and bracers and tattoos (more on those later), but
mostly he survives by his wits and his wisdom. If your idea of role-playing
is to create a creaking tank of metal with which to plow through
ranks of enemies, you'll have to do some rethinking for Planescape
Torment.
Not to say that cultivating fighting skills isn't essential. But
fighting is merely one tool among many. This is one of the few games
where magic is as attractive to the general player like me as melee
action. Some of the spells are just dang cool. Work your mage abilities
up to level 8, then stand back and watch Mechanus's Cannon in action.
I won't spoil it for you, but this spell is to opponents what Sherman
was to Atlanta. There is the lethal Deathbolt, the dazzling Meteor
Bombardment, and the crème de le crème, the Rune of
Torment itself. Sure, you can kill foes with weapons, but with some
of the higher-level spells, you can level every creature on your
screen, serving up 100 points of damage with no chance of the baddies
making a Saving Throw. This makes taking the path of the mage more
attractive than usual.
I found I used magic more and melee less in this game than in any
other CRPG I've played, mostly because of the fireworks associated
with casting a spell. The shield and protection spells work so well
that I found myself casting every one my party had before entering
the bigger battles. Due to the underlying intricacies of the Advanced
Dungeons and Dragons system of gameplay, I lacked a firm grasp of
the nuts and bolts of exactly what was happening with saving throws
and such, but the head designer, Chris Avelone, and his staff did
such an excellent job of converting this system to compelling gameplay
that I didn't feel the need to address the finer nuances. It was
the characters I was interested in, them and the epic story in which
they moved.
There are factions to join in Planescape Torment. Before
you can join up, you have to fulfill a series of quests to prove
yourself and in doing so prove to the faction recruiter your worth
and belief in their system. Dustmen, those robed figures you meet
at the beginning of the game, are dedicated to the True Death, the
final cessation of all emotion and attachment. Sort of like a cross
between Goth and Buddhist, they strive toward peace through death
of self and death of body. Then there are the Godsmen, super Dale
Carnegie types, believing in the power of positive striving. Stoic,
good-hearted workaholics, they hole up in a big foundry, which is
like moving to Pittsburgh for the air, but it seems to work for
them. By the way, you can get a lot of goodies if you are a Godsman.
The Sensates were more my style, though. They believe that life
is best experienced by ... well, by experiencing it. They throw
themselves into the raging sea of sensation and build their bodies
and spirits by interacting with the multiverse around them. The
Anarchists are sort of the unfaction, dedicated solely to doing
away with all factions. They are attractive in that they have the
ability to infiltrate any other faction. Become an Anarchist and
you have access to several factions at once, though you don't get
the special abilities, just the lesser perks. Finally, there are
the Xaositects or Chaosmen. As the name suggests, they aren't much
for Robert's Rules of Order. They drift through the Planes doing
whatever occurs to them. I imagine them skateboarding around Sigil
at night, tagging walls with runic symbols.
A device unique to Planescape Torment is the use of tattoos.
Tattoos come in two flavors, Stat Tattoos that make you tougher
or faster or smarter and Event Tattoos that do all that as well
as document your journey through the Planes. You can buy Stat
Tattoos anytime if you have the cash, but you can only purchase
an Event tattoo after you have completed a specific quest. For example,
you get access to the Tattoo of the Joining, which brings you more
friends, only after you have completed a quest to bring two would-be
lovers together. You get the Tattoo of Trist's Savior, a tattoo
that protects you against paralyzing attacks, when you help a slave
gain his freedom. All but one tattoo can be purchased from Fell's
tattoo parlor in the heart of the Hive. Fell is a fallen Dabus with
a bit of history of his own and, depending on which party member
is with you when you go to him, your visit will be either uneventful
or tension-ridden. A Dabus, by the way, is a supplicant of the Lady
of Pain, the invisible, statless goddess who rules Sigil and keeps
it separated from the rest of the Planes. Cross her once too often
and no matter how powerful you think you are, you will pay the price.
The robed, floating Dabus do her illogical bidding, moving buildings
and streets at her whim. Fell has left her service and gone into
business on his own and for some reason escapes the Lady's famous
wrath.
Only the Nameless One, Dak'kon and Annah can wear tattoos. Since
there is little to no armor in this game, tattoos act as a substitute,
imparting myriad abilities and some weaknesses to the wearers. It's
especially compelling to return to Fell's shop after several completed
quests and see his inventory stocked with new tattoos reflecting
your actions during the interim. It would have been easy to just
use generic armor in an RPGs-R-Us approach, but the developers put
in the extra work and creative muscle-flexing it takes to rise above
the pack and in doing so created something special.
Planescape is very, very special. Some might say it's too
bizarre and weird, but I found it a refreshingly deep and thoughtful
interlude in an otherwise cookie-cutter world of Samegaming.
There's much more to this game than I have described, so many locations
and creatures, quests and odd dialogues that it would take 10 reviews
to cover them all. There's the sound design, the writing, the cutscenes,
the voice acting, all of it top-notch, first-rate. For the hardcore
AD&D gamer who loves nothing more than to carefully gauge each
move based on that famously complex system, there is plenty to chew
on. For those, like me, who just want a great gaming experience,
there is little to compare to this game. Fallout 2. Morrowind.
Even those towering achievements don't approach the sheer imaginative
scope and depth of Planescape Torment. If computer games
developers ever hope to stake their claim in the mature artistic
mainstream alongside painting, music and literature, it won't happen
by coming up with ever more capable engines, sweeter eye candy or
addictive gameplay, though it won't happen without them either.
It will happen by drafting all of the above into the service of
compelling characters such as these, characters who make you care
about them, characters who send you pawing for the reload command
because you simply cannot possibly conceive of moving another inch
without them. Planescape Torment accomplishes all this and
more, capturing the player's heart and intellect, taking him on
a long, fraught journey through one of the most unique settings
I've experienced in any medium and wrapping it up in a stunning,
jaw-dropping finale.
So. What can change the nature of a man? The answer to that is
for each of us to discover on our own, but by the end of this game
you'll have a good idea where to look. Yeah. It's really that good. 
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The Verdict
The Lowdown
Developer: Black Isle
Publisher: Interplay
Release Date: 1999
Available for: 
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System Requirements
Pentium 200 MHz with MMX (Pentium 266 MHz with MMX recommended)
Windows 95 or 98
32 MB RAM (64 MB recommended)
650 MB free hard drive space
8X CD-ROM
DirectX 6 or higher
DirectX certified sound and video card
4 MB SVGA video card
Where to Find It

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