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Planescape: Torment is a monumental game, in every way. I wish that was a literal sentence. In a perfect world, there would be a small bakery on every single street corner, everybody would wear a beret all the time (all the time), background jazz would constantly play in public, and there would be a monument to Planescape.
Criminally, I had largely ignored the game until about a year ago. This, more than anything, was the one game people would talk my ear off about. Once, at my brother's engagement party, his best man spoke at me for a good three hours about it. Now, I don't know about you, but I usually find that the quality of any given piece of media is usually inversely proportional to how good people tell me it is. For example, a lot of people told me Anchorman was the greatest film they'd seen in a long time. Then I watched it and wondered why they would lie to me.
Yes, it is certainly a game with a reputation - and you know what? It's the only game I've ever played that's lived up to the hype for me. That creep who ranted at me for three hours couldn't have been more right. Rarely do I find myself breaking out of my inured world weariness to really take something to heart, but I'll be damned if Planescape wasn't everything I was told it was going to be and more.
It isn't without its flaws. Nothing ever is. The mechanics are clunky. It feels like Baldur's Gate, except without the pause function. That is, to say, you know it's a turn based game at heart, but it's going through a phase, and it's wearing black shirts, doc martens, listening to Cradle of Filth, and sticking it's fingers in it's ears shouting "la la la la I can't hear you I'm a real time action rpg la la la."
Then there are the character stats. Charisma, intelligence, and wisdom all have a direct effect on conversation options. Which is great, in a way. When you're playing a character with a high intelligence, and you actually feel like the game is reinforcing that choice, that's good. What's bad is that, mechanically, a lot of that dialogue isn't useful.
Oh, it helps the odd side quest here and there, but, really, there are quite a few times where it isn't an option. So it's very possible that you're going to end up with an awful character, all because you were interested to see more of the dialogue - one of the game's better points.
Now, I get that there's a distinction between a social character and an action man. Fallout 1 executed that brilliantly. It's possible to get by on dialogue, without being hindered too badly. Sure, it's tricky. Probably harder than just putting all of your points into "hit things better", but every choice was viable. You could still operate effectively.
In Planescape, not so much. You can still soldier on, certainly. I played a fighter who had much more points in intelligence, wisdom and charisma than in strength, consitution or dexterity. So, essentially, I was a fighter who was pretty awful at fighting.
I almost felt like the game was punishing me for wanting to see more of the dialogue. Which is a bit of a shame, really. I'd be lying if I said I hungrily lapped up every word the game had to offer, but you compare the writing here to Dragon Age, and a bit of confusion sets in as to all of the praise Bioware gets there.
That's the attraction of the game. The narrative, the characters, the setting, the dialogue, the concepts at work... all of it is so well polished, so very clearly handled with love. For me, that made up for any of the flaws, tenfold. Not often at all do I play a game that's utterly unique, but I've never played anything else quite like it. Planescape is just wholly in its own category, doing its own thing, and I couldn't be happier about it. I think that this and Morrowind are about the only two games I've played that I sincerely think of as completely bizarre.
Personally, the one thing that made the whole game was Morte. Morte is the best companion style character I have ever encountered. Your character, The Nameless one, wakes up in a morgue type structure, with Morte right by your side. He's a floating skull. Right off the bat, he tells you that he's your friend, and he reads you a tattoo on your back, telling you to find a man called Pharod.
Now, initially, I hated Morte. I really did. I was honestly looking for the button to kick him out of my party. The two of you stroll around the morgue, and he expresses an overt fondness for the zombie laydays.
One of the things I hate about rpgs is how clumsily they treat relationships. People are complicated, by their nature. That's how they work. It's really, really hard to condense a person down into something small enough to fit into a game, I understand that. But take Dragon Age.
Morrigan is a witch. She was raised in the woods by a crazy old witch lady, so, she's supposed to be pretty socially retarded. That's good. That's interesting. It's a bit different, and it leaves a lot of room for development.
What's not great is that they devolve your relationship with her into a point system. Point systems don't work. At all. It's the same reason ethical systems are horrendous. You can't simplify something this complex into a black and white good points bad points set up. It doen't work. At best, it feels slightly awkward, at worst, it feels insulting, and ruins any emotional investment.
So, even though she's supposed to be rather socially malformed, and you're the first friend she's ever had in her entire life, and you don't really share enough time to build up something approaching an honest intimate relationship, you get to bang her. I don't know how long it translates to in the game, but it can't be many hours at all in real time.
It just never felt natural to me. I mean, I can feel an emotional investment in characters. I really felt connected to Pay'j in Beyond Good and Evil. Hell, you never speak a single word to him, but I had a sincere emotional attachment to your friend in Another World. But bangin some chick just because I think she's a bro? Sorry. Maybe I'm just not as much of a huge slut as Bioware expects me to be, but that's jumping the gun a bit, I think.
With that poisoning in mind, I expected much the same out of Morte. I assumed his character was going to be the "lolsexjokes" comic relief. How wrong I was. It didn't help matters that the start of the game is infuriatingly slow. I actually dropped the game, to be honest. It was so onerous that I just dusted my hands and called it quits.
The shame is buried deep in my heart. I wince at the thought of what I could have missed.
It moves at a glacial sort of speed. It tricks you into thinking it isn't going anywhere anytime soon, but then you turn your back on it, and it's built up enough momentum to crush you into dust.
Things pick up after you meet Pharod, the man referred to by your tattoo. He sends you to find a magical macguffin, and off you go on your generic adventure into the catacombs. One of the halls inside contains inscriptions on the walls. A lot of messages, left by yourself, in a past life.
Yes, your character is immortal, but every time he dies, he loses his memory. Reincarnation, but not. Brilliant, spectacular concept, and it's the only instance, alongside Kotor, where I've found myself able to excuse amnesia as a character trait. Then there was Kotor II. Oh dear. But that's a whole other story.
Among the inscriptions is one matching your tattoo, except with an extra line at the bottom; "don't trust the skull." That point, right there, was when I knew shit got real. There was no going back. This game was going to be big. You can confront him about it, but you don't really get a whole lot more information. He essentially asks you to trust him anyay.
Later on, you end up getting the full story out of him. You travel to the pillar of skulls, which is exactly what it sounds like. It's on one of the planes of hell, and it's where especially naughty boys and girls wind up. You go there for information, and you end up learning more about Morte.
In one of your past lives, you previously visited the pillar. Morte was a skull trapped in it, and he begged you to take him with you. So, being the shitbag you were at that point in time, you made him swear an oath to serve you forever. He agreed, and you became besties.
Then you died, though. So what happened to Morte? You lose your memories each time, he could have easily run off, which would have been consistent with his character. Why did he stick around?
Because he felt sorry for you. He saw all the pain you went through each time, trying to figure things out, and having to start all over again. All that effort, all that energy, all for nothing. Sympathy. Not because you had x good points. Because of an emotional state.
He says you didn't always come back the same, either. Sometimes you were angry as hell, all the time. Sometimes crazy. He even admits to being scared by some of them, and yet, he's still there, still sticking by you.
How honest is that? It's raw emotion. A complicated relationship that grows into a genuine friendship over the course of the game. The character that I thought was going to be nothing but sex jokes ended up moving me at my very core. It hit me full-force, like a knife in the gut when he explained himself. It felt like a real moment of togetherness when we had that conversation. It trumps every line of dialogue I saw while playing Mass Effect or Dragon Age.
Morte taught me quite a lot about the nature of relationships, about sympathy, and pity. I know I would have fewer people in my life as of now had I not played the game. It moved me with his character in such a strong way, and I don't think another game has managed to do that in the same way for me.
Not only that, but the main narrative of the game taught me something as well. The main notion of the game is "what can change the nature of a man?" and it does the best thing a game can do; it doesn't designate one answer as the correct one. It leaves it up to you to decide.
Yes, that managed to leave a mark on me too. I learned that I personally value love over the rest, and that that was what can change a man. It might not have been your answer, but like I said, there isn't a designated correct one. Just your one.
Planescape is bohemian, in every way possible. It is the last word in rpgs, and I can't believe I almost didn't play it. A friend of mine said he enjoyed Baldur's Gate II more. I can't really fault his decision. It certainly worked a lot better mechanically, but I still smiled a sly smile to myself. Baldur's Gate II might be a more fun game to kill orcs in, but it certainly didn't change me.
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Also planescape is riddled with philosophy, i.e. what changes the nature of a man? As conventional wisdom would have it "you can't change people" but people can change themselves.
I don't see narrative complexity as an intrinsic good, simply because games like PS:T and Heavy Rain demonstrate (in their very different ways) that there's not an awful lot you can actually *do* with it as far as the fundamental gameplay experience is concerned. There's something to be said for focusing a game on those dreaded "numbers", which are perfectly able to provide incredibly deep and genuinely absorbing gameplay mechanics which most attempts to bring "cinematic" or other narratively focused elements into gaming can't begin to compete with.
The kind of writing that Bioware does is usually a mixed bag; there are definite highs and lows--even in the same game. The stuff that was in the Lair of the Shadowbroker DLC for ME2 has much better writing than most of the dialogue in the vanilla campaign. Even then, I don't believe Mass Effect has better writing than Baldur's Gate.
When it comes to 'relationships' in Dragon Age, it really is a big meta-game so it certainly doesn't feel half as genuine; there is a reward for going through all those 7 dialogues which is the romance scene and 10 achievement points. Does it seem simple? Sure. Does it feel like a race to the top? Absolutely.
As much as I love to rag about the ME series, there is no specific point system for relationships so even though there is a clear reward at the end; I felt I enjoyed the character interaction more in this series even though the writing is not Bioware's best work.
I think those who complain about the points system really are splitting hairs, because even if game developers masked the relationship system it would still be stat based behind the scenes keeping track if you 'said the right thing'.
Let us not forget that the relationships are merely pre-scripted, pre-determined events and the choice is illusory anyway and being game developers you should know better.
I've come across many people who have a rather poor opinion of it - "when does the game start?" they'll ask, somewhat snide. It might sound a little snobbish, but such people just don't understand Planescape, what it has to offer. To truly enjoy Planescape, you can't just play it as "a game"; it needs to be taken in, reveled in, and appreciated. Like a piece of fine art or an excellent piece of music, it's something that requires the right mind-set. Dinging Planescape because it doesn't have the best combat system is like dinging Citizen Kane because it doesn't have enough car chases and explosions - not only is such a person looking for the wrong things in the piece, but that person is fundamentally misunderstanding its goals and trying to interpret it under an incorrect paradigm.
More than anything, I think Planescape made me want to become a better person by showing me who I really was. Planescape's world and characters are totally divorced from any world I am familiar with, whether fantasy or reality. It is alien and strange, so much to the point where I cannot help but behave in a way which gets to the heart of myself as a human being. Planescape's moral choices and consequences are less about the outcomes, or the benefits the player might receive by taking an action, and much more about allowing the player to help understand what sort of person he or she is; it is about coming to know one's self. That the entire experience is built around such themes, and truly speaks to them, belies a subtle genius that I have not seen in any other game.
One of the many things that stands out for me is that it managed to avoid having a cookie-cutter save-the-world-plotline, instead making the game about an individuals fate. Because it was well-written, the player cared about the outcome, the characters. It didn't require additional drama artificially created by a cheap ridiculous raising of the stakes ("he's, like, the only good guy, and if he fails, the world, like, explodes; so the player will care.")
Then there were of course cool characters like Ignus, the burning guy on display in a bar and a brothel of slating intellectual lusts...ah...good times...
PS: T, and to a greater extent "The Nameless One" has definitely changed me! What can change the nature of a man?... is perhaps the most quintessential question ever! I love how the game handles this and all philosophical topics! One of the best conversations in this game you can have is with Ravel... and certainly, having high Charisma, Intelligence and Wisdom is so worth the extra wonderfully written dialogues :)
PS:T is a game that I'd recommend to everyone if not for the aged Infinity Engine and AD&D rule set making things hard for all but the most dedicated these days, even with the recent GOG version.
But my main complaint about PS:T is the post Sigil rush. After taking considerable time elaborating Sigil with incredible details, requiring many, many hours to absorb all the content with a lot of alternatives to explore; you start on your journey to Ravel's Maze, and every plane you visit after takes an hour to explore at most.
Some may argue that the cast are not going to those places to enjoy the scenery, that they are in fact in a hurry and this is the intended design of the story. But I feel these are the parts that show what producer Guido Henkel meant in his interviews by "only a few additional subplots and characters had to be discarded to meet the planned release date".
I wish they had more time to explore Outlands, Baator, Canceri, Fortress of Regrets and develop companions that didn't get equal amount of attention. Morte gets all the love and attention for being with TNO for so long. Dak'kon gets more character development with each Gith you meet along the way as well as his similar connection to TNO with Morte. Nordom has his own dungeon for you to learn all about Modrons and gets improved further as he learns from TNO. But the rest of the companions doesn't really get as much development. Their conversation options stay mostly the same with the moment they first met you, even at the very end. While the locations that you recruit Annah and Fall-From-Grace tells something about their past with occasional NPC commenting about them, the situation with Ignus and Vhailor is even worse.