AVALIAÇÃO DA IMDb
9,3/10
2,3 mil
SUA AVALIAÇÃO
Adicionar um enredo no seu idiomaIn the city of Sigil, the only place from which all realities of the Planescape universe can be reached, an immortal amnesiac, the Nameless One, must uncover his past, the mystery of his imm... Ler tudoIn the city of Sigil, the only place from which all realities of the Planescape universe can be reached, an immortal amnesiac, the Nameless One, must uncover his past, the mystery of his immortality as well as who's trying to kill him.In the city of Sigil, the only place from which all realities of the Planescape universe can be reached, an immortal amnesiac, the Nameless One, must uncover his past, the mystery of his immortality as well as who's trying to kill him.
- Prêmios
- 1 indicação no total
Michael T. Weiss
- The Nameless One
- (narração)
Rob Paulsen
- Mortimer 'Morte' Rictusgrin
- (narração)
Jennifer Hale
- Fall-from-Grace
- (narração)
- …
Sheena Easton
- Annah-of-the-Shadows
- (narração)
Mitch Pileggi
- Dak'kon
- (narração)
Charlie Adler
- Ignus
- (narração)
- (as Charles Adler)
Rodger Bumpass
- Strahan Runeshadow
- (narração)
- …
Keith David
- Vhailor
- (narração)
Dan Castellaneta
- Nordom Whistleklik
- (narração)
Flo Di Re
- Ravel Puzzlewell
- (narração)
Tony Jay
- The Transcendent One
- (narração)
John de Lancie
- Trias the Betrayer
- (narração)
Steve Alterman
- Additional Voices
- (narração)
Judi M. Durand
- Additional Voices
- (narração)
- (as Judi Durand)
Greg Finley
- Additional Voices
- (narração)
Anneliese Goldman
- Additional Voices
- (narração)
Gary Schwartz
- Additional Voices
- (narração)
Vernon Scott
- Additional Voices
- (narração)
Avaliações em destaque
10graef
After playing adventure and computer roleplaying games for almost 2 decades I can clearly say that this was one of the best, if not *the* best experience I had sofar.
The game sets itself appart from other games of the genre that (over-)used classic medieval or tolkien-style fantasy. Instead it introduces us to a completely new fantasy setting originating in the Planescape universe of the AD&D pen & paper roleplaying series. The story is extremly interesting, non-linear and full of surprises until the very end of the game. Characters and quests are very well developed and although the game has countless side quests and interesting choices for the player, I never felt that I got lost in the game or stuck. The game features lots of dialog that truly contributes to the storyline, immersion of the player and presents content and choices that are truly part of the game advancement rather than a tedious cosmetic add-on found in many other hack-and-slash roleplaying games. The combat system is interesting and well balanced. While combat and character development do play vital roles in the game, they are by far not as excessive or repetitive as in most RPG games like e.g. Icewind Dale or even the classic Ultima series. Every dungeon crawl is followed by at least one interesting NPC encounter. Quite often long and complex quests that are not related to combat, such as investigating a crime, create a good balance between combat and dialog/exploration that may be somewhere around 50:50, which I felt very comfortable with.
Although at the very beginning things might look a little bit confusing for newbies, this game is both interesting to the RPG veteran and still suitable for the occasional or less experienced player. The reason are the many new elements of the game, the lack of really fatal mistakes in character development, absence of hardcore puzzles and the length of the game itself. This game can be completed in reasonable time, while still offering many hours of entertainment and an almost unprecedented depth of the story. The trick lies in the removal of almost all redundant and repetitive tasks that you find in many other RPGs. This makes Planescape such a dense experience. Every hour of gameplay is full of interesting content and when playing, unlike in most other RPGs, I never felt forced to "work" towards a goal. Instead, discovery, achievement and story-telling are combined in a very clever way. Even after you complete this game you will not regret the time you have spent on it. The biggest problem will rather be, that you find yourself looking forward to a sequel. A true piece of art!
The game sets itself appart from other games of the genre that (over-)used classic medieval or tolkien-style fantasy. Instead it introduces us to a completely new fantasy setting originating in the Planescape universe of the AD&D pen & paper roleplaying series. The story is extremly interesting, non-linear and full of surprises until the very end of the game. Characters and quests are very well developed and although the game has countless side quests and interesting choices for the player, I never felt that I got lost in the game or stuck. The game features lots of dialog that truly contributes to the storyline, immersion of the player and presents content and choices that are truly part of the game advancement rather than a tedious cosmetic add-on found in many other hack-and-slash roleplaying games. The combat system is interesting and well balanced. While combat and character development do play vital roles in the game, they are by far not as excessive or repetitive as in most RPG games like e.g. Icewind Dale or even the classic Ultima series. Every dungeon crawl is followed by at least one interesting NPC encounter. Quite often long and complex quests that are not related to combat, such as investigating a crime, create a good balance between combat and dialog/exploration that may be somewhere around 50:50, which I felt very comfortable with.
Although at the very beginning things might look a little bit confusing for newbies, this game is both interesting to the RPG veteran and still suitable for the occasional or less experienced player. The reason are the many new elements of the game, the lack of really fatal mistakes in character development, absence of hardcore puzzles and the length of the game itself. This game can be completed in reasonable time, while still offering many hours of entertainment and an almost unprecedented depth of the story. The trick lies in the removal of almost all redundant and repetitive tasks that you find in many other RPGs. This makes Planescape such a dense experience. Every hour of gameplay is full of interesting content and when playing, unlike in most other RPGs, I never felt forced to "work" towards a goal. Instead, discovery, achievement and story-telling are combined in a very clever way. Even after you complete this game you will not regret the time you have spent on it. The biggest problem will rather be, that you find yourself looking forward to a sequel. A true piece of art!
10seraf
... it would be Planescape: Torment, bar none. Never has a computer Role Playing Game (RPG) - or from any genre if I may be so bold to argue - surpassed the level of inspiration that can be seen here. Storyline, sights and sounds are all executed to perfection. It is one thing to have a masterpiece in one's mind, but to turn it into reality as well is no small feat. And here's a result of one such success...
The story is quite simple in nature, but the implications complex and thought-provoking: You play the Nameless One, a horribly scarred character who wakes up with no recollection of his past (much less his present and future). Sure, been there done that, typical amnesiac fare. Well it is in a fundamental way. But if you've never experienced actually _playing_ such a character before, making all the decisions, coming to terms with the consequences, then this game will be an eye-opener.
The plotline of PS:Torment unfolds as you dig in further into your past, and as you do so, uncover characters who would either help of hinder you in your journey towards a destiny that slowly but surely becomes clearer and more life-altering (actually, it alters much more, say, several universes? Sheesh, you _did_ expect some world-saving action as well, right? Well then, you won't be disappointed...). And you as the main character is not the only one with any semblance of personality. Many of the characters you'll interact with are so three-dimensional you can't help but truly care about them (care to either hate and/or love, that's up to you); this is a refreshing change from the archetypical cardboard-cutout, "battle-fodder" companions of typical hack-n-slashers. The emotional impact of this process is heads and shoulders above most of its "role-playing" peers (the "smash-hit" Baldur's Gate included).
In terms of audio-visuals, PS:Torment scores equally well. The setting of this game - Planescape - is in a fantastic locale consisting of multiple planes, or universes if you like. In the game's own terms, what we call a "multiverse". Think of it as a collection of worlds, each corresponding to a specific set of beliefs. Heaven and hell and everything between, in short. But this is no old-fashioned quasi-biblical fable - your main character will be dealing with denizens - human, demonic, angelic, robotic (yes, you heard right) - who each will play a crucial role towards the success/failure of your quest. And the game never forgets to help you understand the grand scheme of things in this strange, fascinating land. You'll find that it's not all philosophy either - the artwork, music and sound impresses like no other in creating a totally absorbing world of its own. A memorable soundtrack coupled with superbly rendered alien landscapes are just a fraction of this game's strengths that by themselves would be sufficient for many other games to earn countless plaudits.
Would PS:Torment appease the hopelessly-addicted hack-n-slasher fan as well? Why not? Depending on its difficulty level, this game offers a variety of powerful enemies - in terms of quality as well as quantity - to test one's mettle against. But to be fair to fans of the more cerebral (or charismatic) approach to conflict-resolution, there's no shortage of non-violent solutions either. I'd say both options are equally rewarding. Take it from me as a fact: you can be extreme and kill almost _everyone_ you meet, or practically _no-one_ and still finish the game. Which gives even more credit to how well-thought out this game really is.
Are there gripes? Very little. With a plot so multi-faceted and full of alternate endings (much of it depending on whether you choose to be good or evil, lawful or chaotic - yes, PS:Torments allows the freedom to choose one's moral and ethical compass), it is understandable that not _all_ subplots get resolved in the most satisfying manner. But in the final analysis, they don't figure much at all. Remember the saying that only the journey really matters in the end? The main plotline engages the player enough to ensure that the momentum is carried all the way to its epic final act.
On a more technical note, the gaming interface is well done, though it may take a slight bit of time to get used to especially for newcomers to the computer RPG genre, particularly Bioware's Infinity Engine game series. Even then Infinity is considered by far one of the most user-friendly of interfaces. But once you're accustomed, most likely you'll get sucked right in till the end of at least another chapter. Or two. Or till the end of the game.
Overall, a solid, one-of-a-kind (Bioware has decided there'll be no "franchise" of this title) computer gaming experience not to be missed, especially by those looking for a perfect balance of role-playing action and thought-provoking storylines.
10/10 (mind you, this is the only one title that gets this rating from me, and there are already precious few 9/10's on my list).
The story is quite simple in nature, but the implications complex and thought-provoking: You play the Nameless One, a horribly scarred character who wakes up with no recollection of his past (much less his present and future). Sure, been there done that, typical amnesiac fare. Well it is in a fundamental way. But if you've never experienced actually _playing_ such a character before, making all the decisions, coming to terms with the consequences, then this game will be an eye-opener.
The plotline of PS:Torment unfolds as you dig in further into your past, and as you do so, uncover characters who would either help of hinder you in your journey towards a destiny that slowly but surely becomes clearer and more life-altering (actually, it alters much more, say, several universes? Sheesh, you _did_ expect some world-saving action as well, right? Well then, you won't be disappointed...). And you as the main character is not the only one with any semblance of personality. Many of the characters you'll interact with are so three-dimensional you can't help but truly care about them (care to either hate and/or love, that's up to you); this is a refreshing change from the archetypical cardboard-cutout, "battle-fodder" companions of typical hack-n-slashers. The emotional impact of this process is heads and shoulders above most of its "role-playing" peers (the "smash-hit" Baldur's Gate included).
In terms of audio-visuals, PS:Torment scores equally well. The setting of this game - Planescape - is in a fantastic locale consisting of multiple planes, or universes if you like. In the game's own terms, what we call a "multiverse". Think of it as a collection of worlds, each corresponding to a specific set of beliefs. Heaven and hell and everything between, in short. But this is no old-fashioned quasi-biblical fable - your main character will be dealing with denizens - human, demonic, angelic, robotic (yes, you heard right) - who each will play a crucial role towards the success/failure of your quest. And the game never forgets to help you understand the grand scheme of things in this strange, fascinating land. You'll find that it's not all philosophy either - the artwork, music and sound impresses like no other in creating a totally absorbing world of its own. A memorable soundtrack coupled with superbly rendered alien landscapes are just a fraction of this game's strengths that by themselves would be sufficient for many other games to earn countless plaudits.
Would PS:Torment appease the hopelessly-addicted hack-n-slasher fan as well? Why not? Depending on its difficulty level, this game offers a variety of powerful enemies - in terms of quality as well as quantity - to test one's mettle against. But to be fair to fans of the more cerebral (or charismatic) approach to conflict-resolution, there's no shortage of non-violent solutions either. I'd say both options are equally rewarding. Take it from me as a fact: you can be extreme and kill almost _everyone_ you meet, or practically _no-one_ and still finish the game. Which gives even more credit to how well-thought out this game really is.
Are there gripes? Very little. With a plot so multi-faceted and full of alternate endings (much of it depending on whether you choose to be good or evil, lawful or chaotic - yes, PS:Torments allows the freedom to choose one's moral and ethical compass), it is understandable that not _all_ subplots get resolved in the most satisfying manner. But in the final analysis, they don't figure much at all. Remember the saying that only the journey really matters in the end? The main plotline engages the player enough to ensure that the momentum is carried all the way to its epic final act.
On a more technical note, the gaming interface is well done, though it may take a slight bit of time to get used to especially for newcomers to the computer RPG genre, particularly Bioware's Infinity Engine game series. Even then Infinity is considered by far one of the most user-friendly of interfaces. But once you're accustomed, most likely you'll get sucked right in till the end of at least another chapter. Or two. Or till the end of the game.
Overall, a solid, one-of-a-kind (Bioware has decided there'll be no "franchise" of this title) computer gaming experience not to be missed, especially by those looking for a perfect balance of role-playing action and thought-provoking storylines.
10/10 (mind you, this is the only one title that gets this rating from me, and there are already precious few 9/10's on my list).
10Merik
This game is nothing short of a work of art, plane and Sigil.
Torment is set within the wonderfully unique Planescape setting for (A)D&D, one of the most original roleplaying settings to ever be created. Put simply, the "normal" world, real and standard D&D, is called the Prime Material Plane... And Planescape is a long walk away from the nearest Tolkien-ish elf or dwarf. The Inner Planes are infinities of pure elemental power, of the four basic elements of alchemy, along with life and death energy, and how these all mix. The Outer Planes are the infinities created and shaped by belief -- heavens and hells of all kinds, related to the various "alignments" of good, evil, law, and chaos; and all home to the gods of any pantheon you could name, as well.
This is quite a backdrop to place the events surrounding a single human, but the game does it excellently. Torment is mostly (mainly because this is where you'll be building up a lot of early levels and getting used to the game and quests) set in Sigil, a curious city built in the center of a ring, floating above an infinitely tall Spire at the center of all the multiverse (maybe). Sigil can only be reached through magic portals, and these portals can be found in almost any bound space (like a doorway), and can be used as long as someone has the proper key (an item, a thought, a song they're singing at the time, a gesture, etc). These portals go *every*where.
Now, the actual story... Waking up, with no memory of who he is, the Nameless One finds himself in the Mortuary of Sigil, surrounded by zombies and a very strange skull -- which flies around about 5 and a half feet up, has eyes, and a wit sharper than a magic sword. The game just flows from there, into a tale of self-discovery and the most compelling objective I've seen in an RPG, so counter to what one does in most: the Nameless One wants to find a way to die. His mortality has been taken away, and while this gives him a phenomenal healing rate and some strange powers -- as well as great potential for incredible power in more "traditional" areas such as warcraft, thievery, or wizardry -- it is a curse in disguise as he loses his memories and will eventually lose his mind totally every time he takes wounds enough to kill anyone else of similar skill (read: level and hit points).
The best part of the story is learning it for yourself, but it's not spoiling anything to relate the matter of the Nameless One's immortality and healing speed, or similar. The writing itself is some of the best I have seen, and make it an extremely compelling story unfolded through all the dialog and related writing. Unique items and spells are full of history in their descriptions, and just getting some of these unique spells provides an opportunity to experience the skilled writing, and helps so much to make one of the characters a very real figure.
Ah, yes, the characters. There are a number of companions you may eventually gain, though you are limited to a total of six members in your party. Morte is the skull already mentioned, and he is perhaps the most interesting character (after the Nameless One, of course). Talk long with him every time something related to him happens in the game, and you will learn of the depth of the character. Dak'kon is a githzerai, a member of a race once descended from humans but now much different. His story is very nearly as deep as Morte's, and has direct consequences on his strength in combat, through his blade. Annah is a young tiefling woman, strong-willed and valuable, related somewhere in her family history to the tanar'ri -- demons. While her story is not as important, it provides some very human depth to the Nameless One and the overall tale. Ignus is a mad mage who wields fire like anyone else might use a dagger. His story is far from essential, but it is another interesting facet of the Nameless One's history (it seems everything in this game ties into the Nameless One's history, somehow). Fall-From-Grace is a succubus, a demonic temptress who has turned away from evil and chaos. Instead, she wields the healing magics of the priests. For the story, she is not as important as others, though just the quirk of her nature is interesting. Nordom has to be the most unique character of all. "Backwards modron > Nordom" he states as soon as Morte makes a sarcastic observation. Some explanation is in order: a modron is a semi-robotic creature of pure law from the regulated clockwork plane of Mechanus. Nordom, being a backwards modron, is a rogue, a modron who has been infected by chaos and made into an individual. He and Grace are perhaps the only ones not already tied up in the Nameless One's past. Finally, the last character you may add is Vhailor. Strange, to say the least, Vhailor is a suit of armor inhabited by an undead spirit devoted to Law and Justice. His story is important almost solely for the ending -- but that's all I'll say.
The final act to Torment is excellent. The story is revealed finally, but not too much -- the authors knew where to stop before ruining it. There are a number of different ways to end the game, with some varying amounts of satisfaction depending on how much you liked the other characters.
A beautiful game. I'm on my third or fourth time through it, and I still love it and am still finding new things.
Torment is set within the wonderfully unique Planescape setting for (A)D&D, one of the most original roleplaying settings to ever be created. Put simply, the "normal" world, real and standard D&D, is called the Prime Material Plane... And Planescape is a long walk away from the nearest Tolkien-ish elf or dwarf. The Inner Planes are infinities of pure elemental power, of the four basic elements of alchemy, along with life and death energy, and how these all mix. The Outer Planes are the infinities created and shaped by belief -- heavens and hells of all kinds, related to the various "alignments" of good, evil, law, and chaos; and all home to the gods of any pantheon you could name, as well.
This is quite a backdrop to place the events surrounding a single human, but the game does it excellently. Torment is mostly (mainly because this is where you'll be building up a lot of early levels and getting used to the game and quests) set in Sigil, a curious city built in the center of a ring, floating above an infinitely tall Spire at the center of all the multiverse (maybe). Sigil can only be reached through magic portals, and these portals can be found in almost any bound space (like a doorway), and can be used as long as someone has the proper key (an item, a thought, a song they're singing at the time, a gesture, etc). These portals go *every*where.
Now, the actual story... Waking up, with no memory of who he is, the Nameless One finds himself in the Mortuary of Sigil, surrounded by zombies and a very strange skull -- which flies around about 5 and a half feet up, has eyes, and a wit sharper than a magic sword. The game just flows from there, into a tale of self-discovery and the most compelling objective I've seen in an RPG, so counter to what one does in most: the Nameless One wants to find a way to die. His mortality has been taken away, and while this gives him a phenomenal healing rate and some strange powers -- as well as great potential for incredible power in more "traditional" areas such as warcraft, thievery, or wizardry -- it is a curse in disguise as he loses his memories and will eventually lose his mind totally every time he takes wounds enough to kill anyone else of similar skill (read: level and hit points).
The best part of the story is learning it for yourself, but it's not spoiling anything to relate the matter of the Nameless One's immortality and healing speed, or similar. The writing itself is some of the best I have seen, and make it an extremely compelling story unfolded through all the dialog and related writing. Unique items and spells are full of history in their descriptions, and just getting some of these unique spells provides an opportunity to experience the skilled writing, and helps so much to make one of the characters a very real figure.
Ah, yes, the characters. There are a number of companions you may eventually gain, though you are limited to a total of six members in your party. Morte is the skull already mentioned, and he is perhaps the most interesting character (after the Nameless One, of course). Talk long with him every time something related to him happens in the game, and you will learn of the depth of the character. Dak'kon is a githzerai, a member of a race once descended from humans but now much different. His story is very nearly as deep as Morte's, and has direct consequences on his strength in combat, through his blade. Annah is a young tiefling woman, strong-willed and valuable, related somewhere in her family history to the tanar'ri -- demons. While her story is not as important, it provides some very human depth to the Nameless One and the overall tale. Ignus is a mad mage who wields fire like anyone else might use a dagger. His story is far from essential, but it is another interesting facet of the Nameless One's history (it seems everything in this game ties into the Nameless One's history, somehow). Fall-From-Grace is a succubus, a demonic temptress who has turned away from evil and chaos. Instead, she wields the healing magics of the priests. For the story, she is not as important as others, though just the quirk of her nature is interesting. Nordom has to be the most unique character of all. "Backwards modron > Nordom" he states as soon as Morte makes a sarcastic observation. Some explanation is in order: a modron is a semi-robotic creature of pure law from the regulated clockwork plane of Mechanus. Nordom, being a backwards modron, is a rogue, a modron who has been infected by chaos and made into an individual. He and Grace are perhaps the only ones not already tied up in the Nameless One's past. Finally, the last character you may add is Vhailor. Strange, to say the least, Vhailor is a suit of armor inhabited by an undead spirit devoted to Law and Justice. His story is important almost solely for the ending -- but that's all I'll say.
The final act to Torment is excellent. The story is revealed finally, but not too much -- the authors knew where to stop before ruining it. There are a number of different ways to end the game, with some varying amounts of satisfaction depending on how much you liked the other characters.
A beautiful game. I'm on my third or fourth time through it, and I still love it and am still finding new things.
10ShAd0w
Planescape: Torment is one of the best, if not THE best video games I've ever played. Interplay did a great job with the voice acting, but didn't rely on it as too many of the games coming out do. Without giving away too much, the storyline is basically thus: Your character (the Nameless one) awakens on a stone slab in a mortuary. You have no recollection of your past, and in fact no memories at all. Your first interaction comes right from the onset from a floating skull named "Morte". Morte helps explain a bit as the game progresses, and mainly serves as a VERY lighthearted companion throughout the game. He is the source of most of the comedy throughout the game, and by reading this, you may have gotten the impression this game is comical. Far from it. In fact this game is anything but. Your quest will take you across several different planes, and will be a long one. If you're the type of person that likes a short lived romp in the arena fragging and killing other players, then this will most likely not be your type of game. However, if you are an Anime fan, or a fan of great Sci-Fi and Fantasy, this is your type of game. Some people may be turned off by some of the elements, and there are a few somewhat adult oriented elements through the game. These range from some scantilly clad women, to a few sexual innuendo's by Morte and a few others. So, if you're a parent that doesn't want your children seeing this sort of entertainment, I'd suggest against this one. However, everything said and done in this game can and will be seen on regular network television, so your children should be safe. That said and done, I can only give this game the highest regards in my opinion, and as I am a very picky game player, I can only hope this will spark your enthuiasim into this game. The game is based on the AD&D set of rules based in the Planescape realm. It is and RPG, and I can only stress that you will need time to get into the game, and once in it. You will need more time to quench that desire to go even further into the games' storyline.
The computer role-playing game industry was supposed to be dead. If it wasn't dead, surely it was dying. As advances in CPU speeds and 3D accelerators continued the push for 3D games that would showcase these technologies, seemingly groundbreaking games such as Half-Life, Unreal, and Quake III Arena threatened to become the final nail in the computer role-playing coffin.
Then Interplay and Black Isle Studios brought them back. Fallout and Baldur's Gate were the first twitches of life the CRPG genre had seen in years, and Planescape: Torment signals the full recovery of the breed.
Fittingly, PS:T is centered around The Nameless One, an immortal whose memories decay in each brush with death. You assume the role of The Nameless One just as he pulls himself off a slab in the Mortuary once again. It's up to you to re-discover who you are, or were, and piece together the story that placed you in this situation.
It's quite a story, and a good one at that. Although the game features stunning graphics and incredible audio, it's the detailed and involving text that immerses you in the Planescape multiverse. Book reviewers often describe a title with an excessively compelling story as "a page turner" or "one you won't want to put down." Moreso than any other computer game, PS:T falls into that category. This is as close to an interactive novel as anything produced to date.
You not only play PS:T, you read and write it as you go along. Decisions made at one juncture have a real and concrete effect on the outcome of later events. This game rewards reason and favors experimentation and the thoughtful solution. If your idea of a good time is hacking and slashing your way to glory, you may want to steer clear of this game, unless you're ready to see your style of play undergo a complete transformation.
Technically speaking, PS:T isn't as 'cutting edge' as the latest Quake-clone, but that's not such a bad thing. PS:T is a world unto itself, with incredible artwork, detailed animation, immersive audio, and tons of replayability. Most folks, once they've played through PS:T and witnessed the ADJECTIVES! ending, will immediately start the game again, just to see the outcome of the path not taken.
Personally, I believe that Black Isle should be commended for such an outstanding and original effort, especially in these days of "what can I kill next" mediocrity. The merits of PS:T cannot be overstated, though any attempt to describe the experience is doomed to miss the mark. It's a great game, there should be more like it.
Then Interplay and Black Isle Studios brought them back. Fallout and Baldur's Gate were the first twitches of life the CRPG genre had seen in years, and Planescape: Torment signals the full recovery of the breed.
Fittingly, PS:T is centered around The Nameless One, an immortal whose memories decay in each brush with death. You assume the role of The Nameless One just as he pulls himself off a slab in the Mortuary once again. It's up to you to re-discover who you are, or were, and piece together the story that placed you in this situation.
It's quite a story, and a good one at that. Although the game features stunning graphics and incredible audio, it's the detailed and involving text that immerses you in the Planescape multiverse. Book reviewers often describe a title with an excessively compelling story as "a page turner" or "one you won't want to put down." Moreso than any other computer game, PS:T falls into that category. This is as close to an interactive novel as anything produced to date.
You not only play PS:T, you read and write it as you go along. Decisions made at one juncture have a real and concrete effect on the outcome of later events. This game rewards reason and favors experimentation and the thoughtful solution. If your idea of a good time is hacking and slashing your way to glory, you may want to steer clear of this game, unless you're ready to see your style of play undergo a complete transformation.
Technically speaking, PS:T isn't as 'cutting edge' as the latest Quake-clone, but that's not such a bad thing. PS:T is a world unto itself, with incredible artwork, detailed animation, immersive audio, and tons of replayability. Most folks, once they've played through PS:T and witnessed the ADJECTIVES! ending, will immediately start the game again, just to see the outcome of the path not taken.
Personally, I believe that Black Isle should be commended for such an outstanding and original effort, especially in these days of "what can I kill next" mediocrity. The merits of PS:T cannot be overstated, though any attempt to describe the experience is doomed to miss the mark. It's a great game, there should be more like it.
Você sabia?
- CuriosidadesThe unique language in the game (cutter, berk, dark, etc) are based on actual 17th century English slang, spoken by the working class.
- ConexõesFeatured in Outside Xtra: 7 Prisons That Held You for Like, Five Minutes (2019)
Principais escolhas
Faça login para avaliar e ver a lista de recomendações personalizadas
Detalhes
- Data de lançamento
- Países de origem
- Idioma
- Também conhecido como
- Planescape: Torment - Enhanced Edition
- Empresas de produção
- Consulte mais créditos da empresa na IMDbPro
Contribua para esta página
Sugerir uma alteração ou adicionar conteúdo ausente