Reviews from

in the past


Fully convinced that the conception of this game was similar to that of Thief: The Dark Project, where deep down so much of the juice of this game revolves around moral decisions, conversation trees and so forth - sort of like if you merged a point and click adventure game with an RPG game, and the RPG mechanics are incredibly solid and precise in this one. The flipside to this is that it also exists as this streamlined version of Baldur's Gate (both this and that game revolve around the Dungeons & Dragons universe), featuring a bunch of mechanics (most notably the combat) where it's not necessarily bad, but you get the strong impression they were added into the game because the designers weren't fully convinced that they could carry a game purely on conversation trees and so forth.

Really, so much of why this game works comes from how it does so much to immerse you in these environments - and all the little subversions to gameplay mechanics and how it twists out the concept of an RPG game. For instance, your character is immortal - meaning your character can literally not stay dead, and it interestingly renders death into this really cheap and meaningless thing - something that can be equally exploited to your advantage, but also where I got the strong suspicion from the get-go that something was up. The writing is the strongest aspect of this game, and I like how so much of it has this sense of unfolding to it - both where everything you do builds up these pieces to discovering what seems to be very tragic circumstances, and how this game probes themes of regret and characters coming to terms with either do bad things or wind up making terrible perspectives. This can all be approached from either a good, evil or neutral perspective - all of which manages to oddly fit the backstory. The Nameless One is a really well-written character, both where he has enough texture and character on his own accord - but ultimately where there's a lot of room for you to apply your own perspective of the character - and where you have to weigh all the moral consequences of the decisions you make throughout.

Could probably go on about this game. Really, a must-play for anyone into RPG games.

THIS is what you want out of a fantasy RPG, the whole world feels like a combat-narrative puzzle box that unfolds in a satisfying and oddly cinematic adventure.

It's the primary inspiration for my favorite game of all time, and it's incredible. It holds up so well. I'm not completely finished with it yet, but I really love everything about it so far.

The real torment is waiting to play another game with writing this good.


Esse jogo se tornou minha definição de "obra-prima falha". Sua falha crítica - o combate completamente inadequado, ao ponto de que o jogo seria melhor sem ele - não é o suficiente para manchar o puro brilhantismo do jogo. Planescape aborda o gênero de RPG como um meio narrativo por excelência, concentrando-se na ambientação, diálogos, quests e roleplay. Como a abnegação inerente do gênero fica em segundo plano, pode demorar um pouco para a aventura pegar o tranco, mas a paciência do jogador é maravilhosamente recompensada.

More like a visual novel, setting that aside, this is the best written game of all time.

The best book you'll ever play. Combat kinda sucks, but it also doesn't matter. Great cast, great setting, God-tier writing. This game really updates my journal.

Finally powered through this after dropping it in the first few hours multiple times over the years. Very glad I did, because yeah, in spite of its quite dated RTWP gameplay - it's a masterpiece. Such a deep and thoughtful story, with incredible writing and worldbuilding. The art and music is incredible as well!

Feels like reading a book. Good stuff.

second attempt
i still can’t get myself to like it
maybe i am just not old enough to like it
but there are many better crpgs than this tbh
like disco elysium, fallout 1 and 2 or kotor
but i respect its status and it is not too horrible
i just do not like it

monke no read and neither shall I

To review Planescape: Torment... would be condescendent. Hands down the best written novel in existence. One can spend hours and hours writing about it, reviewing it, and it would be simply not enough: you have to experience it. It's best to just say that, this game will change your life.
Simply hearing about it still sends shivers down my spine, after all these years. And i played it a ton, i know everything about it... Yet, it still makes my whole being tremble by just looking at the artwork on the cover even if i've seen it a million times.
This game is like a father to me.

Edit: editing this review, backloggd did the most hylarious thing it could. A pop-up, saying "You've updated your journal".
This game is everything.

This review contains spoilers

"Wait! I have one final question: What can change the nature of a man?"

THE QUESTION IS MEANINGLESS.

"Nonetheless, before there is an ending between us, I will hear your answer."

THEN THIS IS MY ANSWER, AND YOU ARE THE PROOF. NOTHING CAN CHANGE THE NATURE OF A MAN.

"If there is anything I have learned in my travels across the Planes, it is that many things may change the nature of a man. Whether regret, or love, or revenge or fear - whatever you believe can change the nature of a man, can."

THEN YOU LEARNED A FALSE LESSON, BROKEN ONE.

"Have I? I've seen belief move cities, make men stave off death, and turn an evil's hag heart half-circle. This entire Fortress has been constructed from belief. Belief damned a woman, whose heart clung to the hope that another loved her when he did not. Once, it made a man seek immortality and achieve it. And it has made a posturing spirit think it is something more than a part of me."

YOUR DEFIANCE WILL HURT YOU MORE THAN ANY WOUND IN THIS PLACE. BELIEF CANNOT CHANGE THE NATURE OF A MAN.

"I think it can. I think belief could even unmake me, if I believed it enough."

YOU DO NOT POSSESS THE FORCE OF WILL FOR SUCH A THING.

"So you admit it's possible."

Топовая игра, которая запала мне в душу и голову.
И заставила задуматься

The best fantasy novel I've ever awkwardly clicked my way around in to try and finish reading.

everyday I wake up thinking about this game.
That's how good it is

(Escrito em 2015)

No período que passei explorando os clássicos RPGs antigos, principalmente da Obsidian, esse era o que eu sabia no fundo que seria o melhor. Planescape: Torment possuía uma adoração quase religiosa em qualquer lugar na internet, sendo quase universalmente reconhecido como o jogo mais bem escrito que existe e o jogo que possui a melhor história e narrativa de qualquer jogo. Mas com uma mentalidade de “deixar o melhor pro final”, eu me segurei de jogá-lo por alguns anos, finalmente cedendo nos meses anteriores. Devo dizer: Realmente deixei o melhor pro final.

Não tenho coragem de dizer que Planescape: Torment é apenas um jogo, por mais absurdo que soe dizer isso. Acredito que o seu padrão de qualidade está tão além de outros jogos que classificá-lo como apenas isso é diminuí-lo, portanto o classificarei como uma experiência. Até porque, principalmente, as piores partes de Planescape são exatamente aquelas que te lembram que você está jogando um jogo, principalmente o combate. Mas falarei bem dele antes de falar do que não gostei.

Planescape: Torment se passa na setting Planescape, uma aventura de D&D que temos diversos planos misturados numa geografia bizarra que corresponde ao seu alinhamento, o que não irei explicar agora. O que é importante falar do ambiente de Planescape é que ele se passa em Sigil, uma cidade que é como se fosse o ponto por onde todos os portais do universo passam. Sigil é uma espécie de centro do multiverso, onde se tem de tudo, até o que sua mente não consegue nem compreender. A atmosfera do jogo em todos seus diversos lugares, não só Sigil, é genialmente composta. Todos personagens tem suas crenças e ideais muito bem definidos e quase todo mundo que você conhecer vai ter algo de interessante pra te contar ou dar algum jeito de te imergir no local onde se encontra. Sigil e suas diversas facções interessantíssimas, além dos seus becos e cantos escondidos que guardam todo tipo de segredo que cabe ao jogador descobrir deduzindo as dicas deixadas ao ar livre é um dos melhores, se não o melhor setting que já vi para um jogo. Sem dúvidas é o mais original. O protagonista do jogo é chamado de Nameless One, tendo esse nome em vista que ele é um homem com o corpo completamente coberto por cicatrizes que simplesmente não pode morrer definitivamente. Toda vez que ele morre, acorda com uma memória fresca em algum lugar, sem saber o que aconteceu. Ao longo do jogo seu objetivo é encontrar a razão de você não poder morrer, e no caminho você passa por uma gigantesca e genialmente composta viagem filosófica que vai se revelando aos poucos com uma sensação de slow-burn que faz você absorver o mundo e o ambiente do jogo de forma natural, se imergindo no mundo e entendendo as complexidades de suas ações de forma fantástica. Também, durante sua aventura, o jogo não vai se cansar de te fazer perguntas que o irão te fazer sentar e pensar antes de responder, já que são perguntas que não só definem o seu Nameless One quanto também são perguntas de cunho filosófico que irão realmente te querer fazer decidir o que você (o jogador) pensa a respeito disso. O tema principal do jogo é explorar o que define a natureza de um homem, o clássico debate de “nature vs norture”, dessa vez sendo mecanicamente e narrativamente explorado numa sacada genial dos roteiristas, já que o seu personagem é o exemplo perfeito desse debate.

O ponto mais forte de Planescape: Torment, sem dúvidas, é o nível de sua escrita. Sendo um RPG clássico do Infinity Engine, é natural esperar muito diálogo, muita leitura e muitas opções de conversa e formas de abordar uma conversa. Pode-se esperar muito mais ainda, no caso de Planescape. O jogo TRANSBORDA de dialogo, sendo possível passar mais de 1 hora em uma única sala/ambiente opcional apenas conversando com os personagens. E as conversas não são apenas abundantes, já que o que elas tem em quantidade tem o triplo em qualidade. Temos personagens que irão te fazer rir, ter raiva, parar pra filosofar e te fazer pensar muito mesmo antes de dar uma resposta e até personagens que embora não te causem nada são simplesmente personagens interessantes demais para se ignorar. Além dos companheiros que o Nameless One pode ter em sua viagem, que são as companions mais ricas e bem trabalhadas que já vi em qualquer jogo, o dialógo genial e exploração tanto mecânica quanto intelectual não se limita à elas, embora note-se que o dialógo com quase todas elas é absurdamente bom. Teve vezes que abri o jogo, apenas conversei com minhas companions e desliguei de novo, vendo que havia passado 30-40 minutos desde que entrei. E o diálogo não se limita aos personagens, pois o seu nível de interação com o mundo também depende muito de descrições muito bem escritas de objetos, lugares, ações e etc. Cabe aqui explicar que o dialógo é a parte mais importante do jogo, podendo até ser considerada como gameplay. O dialogo de PS:T tem um sistema extremamente completo que além de engajar o jogador emocionalmente, também o engaja mecanicamente, visto que alguns dialógos podem ser vistos até como “puzzles” altamente interativos que fazem o jogador agir intelectualmente para resolvê-los (ou não), e muitos resultados de dialógos além de abrirem caminhos para lugares que mudam uma área ou um ato do jogo completamente também adcionam bônus permanentes ao personagem, fazendo você criar a história única de seu Nameless One não através de opções, mas através das suas opiniões e ações, assim fazendo menção ao tema principal do jogo. Considerar o dialógo o sistema principal de gameplay para Planescape faz muito sentido, vendo como ele se amarra tão bem com o propósito do jogo.

Agora para falar do problema mais absurdo do jogo, esse sendo o seu combate e elementos básicos de gameplay, como o inventário. O combate além de ser baseado num sistema de D&D arcaico que é extremamente complicado para um iniciante aprender, também é extremamente chato. A falta de opções táticas e da possibilidade de usar a criatividade do sistema para o combate torna-o muito fraco. Mesmo com 3 companheiros você acabava por resolver o combate sempre por clicar nos inimigos e esperar que eles morressem, numa dança ridicula baseada em sorte e apenas numeros, com input minimo em gameplay. O combate é provavelmente um dos piores combates que já vi em qualquer jogo, o que me causou a tentar evitá-lo sempre que possível. O inventário e seus problemas também se amarram nos do combate, vendo que toda vez que você matava ou derrotava algo você precisa clicar nos corpos de cada um e arrastar os itens um por um para seu inventário, que são apenas duas linhas verticais que não permitem nenhuma organização. O fato de ser tão péssimo organizar seu inventário junto com o fato de levar uns bons 5-6 segundos para retirar os itens de cada corpo vendo que não existe um botão de “Take All” ou que permitisse você abrir mais de um corpo por vez me fez passar pelo combate apenas rolando os olhos em tédio, como um trabalho que eu tinha que fazer até poder conversar de novo e ai sim me divertir.

Mesmo assim, embora tendo sua falha óbvia no seu sistema de combate, Planescape ainda é uma experiência que qualquer pessoa que se interesse tanto por uma narrativa genial ou por jogos em geral DEVERIA jogar. Ele é o exemplo perfeito de que jogos podem ser algo muito mais além de uma diversãozinha qualquer ou um hobby para se relaxar. Não gosto de comparar Planescape à outros jogos exatamente porque seu dialógo e engajamento intelectual está tão acima da grande maioria que chamá-lo de apenas um jogo não faz jus à sua grandeza. Planescape é uma experiência interativa genial e se um dia os jogos voltarem a ter esse padrão de qualidade colocada em coerência temática e exploração artística poderemos finalmente falar com a boca cheia que jogos são uma forma de arte que podem muito bem competir com qualquer livro e filme que temos por aí.

I don't think I've ever played a game that offers a story as intricate as Planescape. The basic question of the game is really interesting and it makes you think about how you would answer this question yourself. The different characters, both NPC and party members, were the big highlight for me. In general, I loved the dark mood and enjoyed every minute of exploring this crazy world. Combat wasn't necessarily much fun, but it can often be avoided through clever dialog. Definitely a game for my all time favorites list and perhaps the best writing I've ever seen.

Planescape: Torment is the second game from master developers Black Isle Studios, released in 1999 just one year after their fantastic Fallout 2. PS:T, like Fallout 2, is also directed by Chris Avellone, who also serves as writer. This is easily the highlight of his career. It is no hyperbole to suggest that here, he has written the greatest story in all of video game history, and perhaps even the greatest story of the 20th century. It all stems from the concept, which is among the greatest in design I've ever seen. You are one without a name, but you have an extensive past. This Nameless One has lived countless lives across thousands of years, and has utterly shaped the entire world around him, for better or worse. Every time he dies, he forgets everything. When you start the game, it's particularly tough because you have lost your trusty journal. So now you as the player are experiencing this strange world totally blind and are able to forge your own path despite having lived for so long. It doesn't matter if you want to be the goody two shoes, the evil maniac, or the apathetic punk, you have lived all of that and more.

The Nameless One is joined by some equally compelling protagonists. Most notable is Morte, your first. He's a floating skull masterfully portrayed by the great Rob Paulsen who serves as the true heart of the game. Morte is not only insanely useful as a deceptive tank, he's important to your journey. As hilarious as his sarcastic burns are, you will discover there is much more to him than the supposedly nonchalant devil may care punk he is. His story and relationship to you is something truly profound and unique. This goes for my personal favorite, the Githzerai warrior Dak'kon. Not only do the Githzerai already have such an interesting backstory, but Dak'kon exists to push their ideals to the absolute limit. You can read his entire Zerthimon bible and have legitimate in-depth discussion about the ideas contained within, and it's all so profound. Like Morte, he too has a fascinating connection with you that is totally heart-wrenching. This isn't it, though, there are so many great Companions, perhaps a bit too many. Annah (THE Sheena Easton) is yet another unconventional party member, being a Tiefling thief that's essentially the tsundere, although she is much more compelling due to her internal struggle over her feelings being legitimately justifiable, and she has some tragic parallels with a certain other love figure in the game. Fall-from-Grace (an unrecognizable Jennifer Hale) is another oddity, being a Puritan succubus, and she's the token healer. Her wisdom makes everything she says worthwhile. Nordom (the great Dan Castellaneta) is hilarious with his fish out of water attitude and obliviousness to the world around him. The only weak links in my opinion are Ignus and Vhailor (Keith David!). They're very one-dimensional, although justifiably so, and are kinda useless (Ignus' skills can all be learned by Nameless One and Vhailor is a tank that arrives way too late in the game and is rather outclassed). Although depending on your alignment, you will get some great moments with them later on, they are best left on the sidelines.

The game may get criticism for the second half being very linear, but it thematically makes perfect sense. You spend the whole first half roaming Sigil, confused about everything. You're lost and trying to find yourself and others, and eventually you do and are given a main quest. Then, you just have to focus on that with your newfound determination. That's linearity done right, it's a very realistic portrayal of a hero's journey. Even after the linearity kicks in, you're still able to go back to Sigil, so it's possible to break it up by still doing quests you may have missed.

PS:T does not focus on combat like one would expect. Any situation you can talk out of is much preferable, because then you get to experience the game's endlessly amazing dialogue. The combat system is very surface level and simplified compared to Fallout and Baldur's Gate, but again, that is not the focus. No game had made me feel such strong emotions as this one, from happy to sad. The writing can be so hilarious and tragic yet it never feels out of place. The Planescape D&D setting is one that is so rich with potential and interest, and Avellone and crew take full advantage of it. The lore is dense, but if you put the time into understanding it all, it is very rewarding, because then you can respond to people and situations in this world more efficiently. There are little changes to the engine that are much appreciated, such as better animations (especially for spells) and a more robust map that lets you make custom notes. However, it still has minor yet nevertheless irritating issues with pathfinding and characters blocking each other. Still, it's near perfect game design.

The climax of the game is so drastically different from any other I played and can play out in so many different ways based on how you interact with the world. As for the ending itself, I'm still trying to process it all. It is not the ending you may want, but it certainly is the one you need. The story never once loses itself or muddles its themes. It's a wholly consistent experience which is more than be said for most games. I could go on and on about every individual moment and how perfect each one is, but 1. This review is long enough and 2. I don't want to spoil too much of one's experience. Intimidated by old games? Give PS:T a try. It's less cluttered and esoteric in design than Baldur's Gate and the real time combat can be more intuitive than Fallout's turn based system. Since it's a dialogue driven game, you just gotta bring your brain, and perhaps some reading glasses. Even if CRPG's aren't your thing, you will surely be dragged in by the amazing and strikingly unique world, populated by equally so characters and stories.

The remaster is fantastic in many areas. It runs at your desktop resolution, and does so without flaw as far as I can see. There's some ugly changes, but everything can be toggled, and if you so wish, it comes with the original untouched version! I recommend playing without the zoom and outline feature, as it just highlights PS:T's admittedly graphical shortcomings, even for its time. Still, the music never sounded better, and the quality of life changes are extremely minor but still appreciative. Nothing breaks the original experience, and what a near perfect experience that is. Deservedly so among the top pantheon of entertainment, ever.

This overwritten, glorified D&D fanfiction is seriously considered one of the greatest examples of artistically valuable video games?

The classic flawed masterpiece. It's funny though that a certain RPG site holds this as the best RPG game ever when they do nothing but bitch when CRPGs do not need you to read 3 manuals in order to get how to play.

It’s a nice game, but after completing Disco Elysium, it feels incredibly outdated. I’m not into D&D either, so it’s not one of my favorites, I don’t love it either, but I like it. Yeah, I just like it.

Apparently I didnt level up correctly and couldnt beat the final area. Research what you need to put the points into beforehand I guess
Cant be mad tho it had the funny skull man


It feels weird for me to rate this game so highly, because the actual RPG mechanics and combat are pretty bad. Thankfully, the game is pretty light on combat compared to, say, Baldur's Gate. If you can stomach the clunky combat system, there's a ton of great storytelling and old school CRPG charm to find here.

Definitely check this one out if you enjoy interesting settings and worldbuilding, as Sigil is one of the most unique settings in the D&D multiverse.

What can change the nature of a man ?

I picked this game up sometime in 2017-2018 and
even though I loved the atmosphere and was able to get used to the immense amounts of paragraphs and text, I still really disliked the way it played and the way it looked on my screen.
So for the next 5 years, I'd pick it up, play for a couple minutes to an hour and then drop it again. Either because I was frustrated about the combat or a quest bugged out for whatever reason.

So it's really weird to say that after all this time, I feel as if I just said goodbye to an old friend.

I don't have any deep or detailed observations nor any minute play by play on how or why the writing is good or bad. I don't remember every single lore thing, I really couldn't tell you. There were many times the game was buggy or the writing felt l kind of amateur-ish or went on for too long (I don't think it's a masterpiece or the best game of all time)

...I've ended this game experience feeling really good about it.

I don't know, I liked it, lol.

It's hard not to play this game and mourn the potential of what what it could have been. Playing it 25 years after release it's easy to imagine how special it was when it came out, but to me it falls short of what I really wanted it to be.

There is clearly a ton of love and creativity that went into this game. The setting, the story, and the character concepts are wonderful. I started the game excited about the themes and questions it was asking, but by the end I was totally let down by its failure to answer them in a meaningful way. Most characters are totally underwritten and there's an undercurrent of misogyny that really hurts some of the major narrative beats and is honestly just annoying. There are a few successful moments that really shine but also make me think about the game that I wish was here.

The combat, of course, is awful, but you still have to waste your time with it. And there is plenty of additional wasted time going through the same dialogue tree with countless characters (have you seen a journal?? do you know anything about ravel puzzlewell??). This time could have been much better spent fleshing out the world and characters.

I loved the game I thought would come out of this, but in the end it just consistently let me down.