[Review] Planescape: Torment

I came late to the Planescape party, and I am glad I did. When the game was released, back in 1999, I couldn't have appreciated its genius. Besides, I was too busy slashing demons in Diablo II. Some years later, still very young, I played Baldur's Gate II: Shadows of Amn to its conclusion, and I still don't know how I did it. Apparently my teen self was much more proficient in the ways of D&D than I am. Anyway, I recently played Planescape: Torment and I utterly loved it. The friend who recommended it to me can rest assured that I will recommend him in Heaven or its surrogate if I get there first.
Introductions are in order, although I am certain that I was the only soul who hadn't played this game. Planescape: Torment (PsT) is an RPG developed by Black Isle, written by Chris Avellone, who is now with Obsidian, I believe. (I love those guys.) The game tells the story of the Nameless One, a human who has been unable to die for a long time, as his collection of scars and discarded limbs around the planes suggest. After each death, he loses his memories and sheds his current identity, so he must rediscover himself and those who accompany him in a journey to recover his mortality. Along the way, he will be confronted with complex philosophical and moral issues, with different views on existence, and with his own answer to them. Or rather your own answer.
While playing, I was analysing the game through the lenses of other, modern, video games. Actually, this was not the wisest approach, as modern video games draw their influences from a completely different source: cinema. Planescape: Torment is a text-based RPG, so much so that it could as well be considered interactive literature. Moreover, its writing is the best I've seen in the genre. Not just the writing itself, with its socratic style of discovery through dialogue, but also the plot and its dramatic structure. Even such a dismissed element as the sidequest is embedded in the narrative in such a way that it is no mere experience fodder, but an opportunity to find out more about your past.
Everything in the game is coherent with its initial premises: amnesia is not so much a rhetoric device as it is a core element of the journey, thus negating the reaction against the cliché. As a journey of self-discovery which entails the recovery of physical memories and, more importantly, one own's nature, it could not have been otherwise. The amnesia theme was developed brilliantly. Another of its premises is the clash of conflicting philosophies, depicted as factions which quite radical views on life, politics, love, death..., and how this clash, of a conceptual nature, is solved through words. It is coherent because its focus on dialogues is carried to physical confrontations too, providing an alternative, and usually more effective, way of dealing with conflicts. Even the final boss can be 'defeated' verbally. I would love to see this in modern games. I wish I would have been allowed to talk Illidan into allying to beat Arthas, for instance. Also coherent is the game's focus on frequently disdained attributes, such as intelligence, wisdom and charisma, which provide you with more insightful choices in conversations, wiser paths to solve conflicts.
What I missed from the game which is present in modern titles is a comfortable interface, with its now-assumed conveniences like a minimap, a travelling system, a decent combat AI (luckily there's few combat, and the few difficult encounters that I had, I was allowed to run away. Now, that's also brilliant as a storytelling device, because some areas are supposed to be overwhelming, not some farming spot like most of the 'dangerous' zones in modern games. My escaping from hordes of demons, although I knew that I could take them if I pulled them very carefully, is testament to the zone's real, not rhetoric, danger). I also missed some elaborate intra-party banter like the one in the latest Bioware titles, and particularly in Mass Effect 3, where the characters could be hanging around in the Normandy, talking to each other on various topics. That was surely an improvement in dynamic, as opposed to rigid, storytelling.
This game is a masterpiece. Now I can properly assent when other people mention the title. It is rare to find a game that not only stings you emotionally, but also impels you to think. 'What can change the nature of a man?', you are asked, and your answer doesn't matter as long as it is yours.
And then, the ending's catharsis. No loose threads except for those which are left for you to arrange in whatever pattern. In case you are a layman, very much like I was, and you haven't played it, I won't say anything. Go play it. Give yourself a couple of weeks, a month or two; it is a long day's journey into the night.
On a sidenote, I miss the conversation system of ye olde RPGs, where voice was almost absent, but the text was much more rich. Voiced content usually imposes an interpretation on a response, as much as acting interprets the written script (think of the many possible Ophelias that Shakespeare proposed). I like to be able to interpret it myself. I also like the amount of choice that unvoiced works allow. Such a huge narrative as PsT is would have been severely cut down because of the cost of voice acting, and what would have been gone is the roleplaying. Choosing "I promise X" over "[Lie] I promise X" would have been a lost nuance (the difference lies in the lawfulness or chaoticness of your roleplay, also along the good-bad axis, which provide alternative paths in the game). With voiced content, those long dialogues you have, thirsty for answers, would have been reduced to a cutscene. Nowadays there is little room for imagination or choice.
On a side-sidenote, the game and its protagonist remind me of this poem by Borges.
I offer you explanations of yourself, theories about yourself, authentic and surprising news of yourself. I can give you my loneliness, my darkness, the hunger of my heart; I am trying to bribe you with uncertainty, with danger, with defeat.


I loved Planescape: Torment. I played it back in the day, and I still remember reading, “DON’T TRUST THE [spoiler redacted]“. That utterly shocked me.
I also remember the game’s alignment system. I got to Lawful Good absurdly fast, but my roommate just could not get there, even when he was trying to equip a Lawful Good item. It was instructive on how different people played games different.
As well, I remember trying to have an Evil playthrough, and just being unable to hack it, to take the evil actions offered. I think I baulked at selling a party member into slavery. After that experience, I don’t think I ever took the Evil option in a game until SWTOR.
One other thing I like doing was trying to find the “secret” endings. Though you can’t die, you can end the game early by taking different plot points and dialogue options. Like I think one option is to become king of the cranium rats when you enounter them.
Such a great game. So many good memories.
Rohan recently posted..Artistic Integrity
“Don’t trust…” Yes, that was shocking and appropriate. We already were so invested in those characters. And what about Fall-from-Grace? I was never 100% sure about her, and I loved what it implied. There’s so much that Planescape did that seems to have been lost these days.
I didn’t know about the secret endings… Well, I guess that I stumbled upon one when I defied someone I shouldn’t have and died the True Death… That was shocking, and humbling, after so many games which position you as the greatest hero, on a par with dragons and gods. In PsT you might not die, but you’re still a human, and there are much greater powers than you with whom your story is not concerned.
Now I want to try this :) I’ve heard about it but like you I was soooo deep in Diablo in those days I scarcely remember any other games (except Shadows of Amn). I’ll have to give this a go! Good review, you’ve made it sound very interesting.
Doone recently posted..The DLC Debate
Yay, I’m glad you’ll give it a try. Please share your thoughts with us while you’re on it (it might take a while, it’s a long game). Also, you’ll be needing a couple of addons to fix the screen resolution and some inconveniences of the original game. Here’s the most comprehensive guide I found, with all the things you’ll want to download: http://www.gog.com/en/news/mod_spotlight_planescape_torment_mods_guide/
It’s been ages since I played Torment, but while I deeply appreciated the humor and depth to the writing, I distinctly remember the gameplay itself being terrible. Awful, awful combat system. The game would have been 10x better if it forgone combat entirely.
I do still remember a sidequest (?) when you let some thieves slit your throat, so that you can hear their plans while they think you’re dead on the ground. That was some innovative storytelling right there.
Azuriel recently posted..[ME3] What I Want to See from Bioware
And what about the conversations with Dakkon on the Circle of Zerthimon? The socratic method of learning alongside your companion, being taught and then providing your own insight. It was one of those rare occasions in which a blatant exposition of lore was actually engrossing, and you wanted to learn more, perhaps due to this exchange with Dakkon and his own troublesome connection to the story of Zerthimon.
All the companions have stories that tie into the game and the overarching themes of regret, torment and forgiveness and each companion is bound to your character by different things — love, duty, honour, guilt, obedience, curiosity, idolization. You get to know your companions not only by your interactions with them, but also through story events, and everyone changes in the process. You learn about yourself as you learn about them. It’s not just exposition dump that can safely be ignored. You don’t get “here’s some backstory for completing act 2, now lets move on”. Even the romance in the game is not just a tacked on sidequest that reaches its conclusion before the eve of the big battle, but unfortunately I can’t talk much about that without resorting to huge spoilers.
That is one of the things that fascinated me about the game the most. All of the characters are related to you and the plot, and are indispensable to understanding all of what is going on. These days, companions are merely brought to you by circumstances and rarely take an active stance in the story, making them feel completely accessory, like an addon that you choose to take with you or leave in the camp.
Hi there,
I’m just tipping around your blog ;-)
This game is really master piece in RPG genre. I spent many, many hours with this years ago. I’m not sure but I think I finished it as chaotic evil o something like that. Actually I don’t remember the story very well but I had great time while playing it.
Have a good craic! Cheers!
It’s been a long time since I hear the “have a good craic”. Well, not so long, just about one month, but I already miss you Dubliners ;).
Thanks for the comment! :)
I just recently got the game and I cannot wait to play it. a friend told me about the kickstarter for Torment: Tides of Numenara (TTN) (spelling?) and he was saying all these good things about it being a spiritual sequel to the first and when i said i had never played the first he said i could no longer be his friend until I played and he provided me with his! while googling it i found this review and I admit i am looking forward to playing as well as the next one (due in late 2014 so far).
but as for TTN, it really does look fantastic and has 3 days left to go and so far is almost at 3.5M funding! it is looking promising so far :D