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Planescape Torment Review - PAGE 3
Timur Dykhne - Tuesday, April 11th, 2000

This game is almost completely story driven, with literally a whole novel’s worth of text to be read in all of the dialog scenes you go through. You will notice that there is much more freedom to say what you want, which shapes you and also influences the game. While Baldur's Gate (BG) restricted most conversations to simply making you go around in circles until you finally chose the “right” answer; Torment gives you almost free will to do anything you want. You can lie, cheat, or help anyone that you please. Furthermore, what you say has an effect on your alignment, which then determines how people look at you. For example, after lying, cheating, and backstabbing a few times, your alignment might fall into the “evil” range. Once you’re there, good luck in trying to accomplish anything in the higher planes. But don't think that just because you have to be a goody two-shoes you can't do your fair share of evil deeds. Unlike BG, where killing a civilian even in the most remote of locations would lower your reputation by a few notches, the law of the land in Torment is that if no one sees it, it never happened.

The NPCs who for some reason, decide to join you in your quest, are as odd as the rest of the multiverse. Gone are cliched Paladins who want to help you free the world from evil, and Rangers who want to kill Orcs. Instead your new allies range from a talking skull to a fallen succubus to an enchanted suit of armor. What’s more, you can actually speak to your allies. You can strike up a conversation about what they were doing before they joined you, or get them to help train you in magic. These discussions aren’t idle chatter but are useful; you can gain experience points and a better understanding of the story.


Article Index

1.Background & Setting
2.The Story
3.Gameplay
4.More Gameplay & Graphics
5.Conclusion

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