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Dhruin
Stranger In A Strange Land
Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia |
Planescape: Torment - Classical Studies @ The Escapist |
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This week's issue of The Escapist is themed 'Classical Studies', with 'Planescape: Torment' one of the games <a href="http://www.escapistmagazine.com/issue/7/19" target="_blank">they look back on</a>:<blockquote><em>Planescape: Torment was doomed to be a cult classic. Combine the unique and often disturbing setting, the cabal of antiheroes that follow you through the game, the fan favorite voice talent - like Dan "Homer Simpson" Castellaneta - and a story that some gamers called "intellectual" and others dismissed as "brainy" and "dull," and you've got a product that was sure to ward off casual players, yet convert others into lifelong devotees. Planescape's ideas on character development and storytelling are still bold and exciting - and today's mainstream hack-and-slash adventures could still take lessons from it.</em></blockquote> |
Tue Aug 23, 2005 10:16 pm |
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Vindicator
Village Dweller
Joined: 30 Mar 2003
Posts: 16
Location: Washington, USA |
I loved the sick, twisted humor of Planescape Torment.
Without a doubt, the best writing of any rpg ever:
Nameless One: "Can you dig around in my body for anything?"
Marta: "Marta can do that, cancha Marta? Yes you can."
Nameless One: "Check the intestines... anything could be lodged in there."
You lie upon the table, and Marta stands over you, a rusty knife at the ready. There is a stabbing pain as she slices into your abdomen, then cuts brutally downwords in a saw-like motion, exposing your innards. Despite the pain, you watch in silent morbid fascination as she plunders your organs, humming to herself. |
Tue Aug 23, 2005 10:27 pm |
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mogwins
Village Leader
Joined: 15 Jan 2002
Posts: 99
Location: Wales |
Oh, how I loved this game. More than anything else I loved talking to my companions and figuring out how they had interacted with my previous incarnations. The writing was so good; you got the impression they were hiding something or holding back, but they never resorted to the "I'm secretly evil and you know it. You're going to have to wait for me to betray you" cliches that seem to pepper so many RPGs (and those are the limited number of ones progressive enough to have such things as NPCs own motivations).
A true, true classic. |
Thu Sep 08, 2005 7:49 pm |
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