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GOG loves D&D! Here's why:

While our [url=http://www.gog.com/en/promo/hasbro_stacking_promo]Diamonds of D&D promo is in the works we--the GOG.com staff-- would like to share some very personal memories with you. Today we tackle with a legend. An RPG that is said to be the greatest achievement of computer games' storytelling. The one, that after all these years still haunts the dreams of many gamers. The one and only: Planescape: Torment!
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Ah, so we meet again, accursed Planescape: Torment! You irresistible fiend, I blame you for that failed modern history mid-term. Why did you have to be so damn enthralling? Why did you have to be so damn full of worlds, with stories much more compelling than our own? Why?!
--G-Doc, the GOG.com clickity-click guy


For quite a long time I misread the title of this game as "Planetscape: Tournament" and I was convinced that it was a arcade-style sci-fi beat 'em up. The blue-faced badass with rad dreadlocks on the cover made me 100% sure about it. But then someone told me what Torment actually was. I played it and enjoyed it as hell, but it was so long ago, that I don't even remember the name of the main character. Good times!
--Cables, the GOG.com IT witchdoctor


I had just finished wading through an army of supermutatants, talking the Master to death, and sinking a battleship in the first two Fallouts and I was hungry for more RPG goodness. I quested down to the local computer store and looted the bargain bin. I managed to wrest the superior 4-disc version, not the wimpy-skimpy 2-disc version, of Planescape: Torment from some wailing mother bearing an infant, I think, or was it a wailing infant bearing a mother? Anyways, after rushing off to play this hard-fought RPG, I was expecting it to be something along the vein of Fallout where I level up, shoot first and ask questions later. After all, it had the tried-and-true Black Isle log and some strange blue dude on the cover; this obviously was a subtle statement of quality.

Little did I know that I would enter a world where even something that is the equivalent of pocket lint might be an important quest object and you better not throw it away, which led my impressionable younger self to keep everything in my pockets in case I accidentally came across a portal. Meeting Ignus, the fire mage, was also a revelation as the guy wasn't just your average stereotypical mage who wants to discover the inner workings of magic and all that stereotypically boring magey stuff. No, Ignus did not go the casual route with an Awesome Button in hand, he cranked up his magic to 11: he decided to become Fire itself. I still can't forget the first time I equipped Morte with...teeth. I can only imagine the Nameless One trying to equip Morte with a new set of chompers.

Yes, Planescape Torment holds a place in my heart, not just for the unique characters, the well-crafted story that gives the impression that each word was carefully weighed and hand-placed, but also for being a game that had me examine what can truly change the nature of a man.
--Judas, the GOG.com content acquisitor extraordinare

So, there you have it. Our very own Planescape: Torment impressions, dreams, and nightmares. Care to share one of yours?

[i]The previous entry in our GOG loves D&D series, along with some great user-submitted stories (thank you!), can be found here:
GOG loves D&D: The Baldur's Gate series[/i]
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JudasIscariot: I was mostly referring to the heft of the 4-disc version and the jewel case was better, IIRC. :D
Biggest rock is best rock?
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JudasIscariot: I was mostly referring to the heft of the 4-disc version and the jewel case was better, IIRC. :D
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Adzeth: Biggest rock is best rock?
Nice one :D

Well, at least it made for interesting inventory tetris :D
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F1ach: I remember dying and getting XP for it and saying "what a cool fkn game!"
I remember mining the companion conversations for XP and somehow accidentally triggering a romance banter with Annah (with kiss).

This was my disgusted face.
Post edited September 16, 2012 by Crosmando
Can a game have better NPCs than PS:T? All of your companions have an amazing backstory - I remember the long conversations with them with a lot of options and huge walls of text (I love huge walls of text). Till this day I never found a game that have companions this deep (Mass Effect and Dragon Age get close). It's hard to choose a favorite, but the one I remember best is Dak'kon's.
The only downside is that sometimes you have to battle, what interrupts the flow of the game - the total contrary of any other game :D
As an SSI Gold Box game fan, the word "Encamp" had always meant a 5-second-long task of regaining HP and hoping to avoid a random encounter while my party slept. It wasn't until PS:T that I experienced entire multi-hour playing sessions just "encamped": talking with party members and gaining XP, spells, and items as a result. No combat, no quests; just entire sessions of my party sitting around the campfire and talking (in my imagination).

No other game has ever made "resting" so enthralling.
Thank you so much for the promo!
Post edited September 16, 2012 by martixy
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leaguehq: As an SSI Gold Box game fan, the word "Encamp" had always meant a 5-second-long task of regaining HP and hoping to avoid a random encounter while my party slept.
Ahhhh, Encamp - Fix, so many memories...

I stopped "roleplaying" with BG and PS:T - those other characters were not *my* characters, and I couldn't speak for them. And, of course, I played the Gold Box games waaaaay before the Infinities, when I had time for a magical tea party.
Planescape was why I joined GOG.
Updated my journal.
Updated my journal.
Updated my journal.
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Austrobogulator: Updated my journal.
Updated my journal.
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Updated my journal.
Done.
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JudasIscariot: Done.
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I'm gone.
Planescape: Torment is one of the very few stories which managed - and still manages - to move me for the duration of the entire game. It's hard to describe exactly what is so incredible about it, but I'm sure you all have a particular work of fiction which you hold very dearly because of its quality.
It's the kind of story that manages to tell many clever stories in its own telling, that manages to always impress you with its cleverness, novelty and its ability to genuinely surprise you, that never lets down the quality of its writing, that endears itself to you for its sheer genius.

Only a handful of works have made me feel this way since childhood (where every new trope was a wonder to behold), and I hold Planescape: Torment above them. Final Fantasy Tactics: War of the Lions, Neverwinter Nights 2: Mask of the Betrayer, Harry Potter, Watchmen and A Song of Ice and Fire are the works that spring immediately to mind as possessing these same qualities, some more enduringly than others, although I can probably think of a few movies and the odd TV episode if given time.

You *know* what I speak of by now, yes? They're stories that make you think in new ways, that change you.

I first played the game when I was 14 or 15. As I recall, I had recently finished the first Fallout, which I had picked up on a whim, and decided that I should give some of these old RPGs a chance. I vaguely recall comparing it to the other Infinity Engine games, so I had probably played Baldur's Gate a bit around then as well. I had always been a bit intrigued by Torment - it had received a nice review in Svenska PC Gamer a few years prior, it had a strange setting and it supposedly did some very strange things with normal RPG mechanics.

Going in, all I knew was that I would probably enjoy the macabre and alien milieu, but that was basically it. The box and manual were no help, as they were, for some reason, in Italian. I started up the game, *knowing* that I would likely enjoy a few of the songs, but not all of them; I knew I would start up in a morgue; that there would be a skull chattering at me, and that I couldn't die.
To say that I enjoyed it would be an understatement. The main menu theme had me enthralled from the get-go, and once I had created my character I was lost. It took me about three hours to get through the Mortuary, but I didn't notice. The strange, surreal setting with its many interactions and flavourful details proved to resonate very strongly with me, and just going through the first dungeon had me hooked. I played through the game with no long breaks as I had with Fallout and the first Baldur's Gate (which I think I finished after PST anyway), and *know* that I enjoyed every bloody second of it.

I have since replayed it twice: the first time I got to the Upper Ward and then somehow lost interest, and the second time was almost two years ago when the game was released on GOG. Somehow, I think the story was even better both those times. Nonetheless, to keep it fresh, I must pace myself; I can't replay the game whenever I want, which is a moderately common urge, lest it cease its imparting of wonder. One playthrough will last me for months in terms of catharsis, but there are so many things I can do differently next time, is there not?

Maybe my torment is to *know* that the game can only be experienced for the first time once.
I thought you were a deader for sure.

Don't trust the skull.
Post edited September 16, 2012 by fr33kSh0w2012
You know what guys? After reading all this

I FEEL STRONGER.
It took me years to get into Torment. The atmosphere was completely different from any game that I had ever played up until that point and originally put me off.

Once I finally got into it, I became hooked for probably a week and would not leave the computer. Each time I replayed I found things that I had missed before.

I remember that I missed the Alley of Dangerous Angles during my first playthrough, and my experience was that much richer the second time around for it.