I remember now why I never finished this game. It is entirely less
than helpful about guiding you from place to place. Often, you will get a
sidequest that gives you no direction whatsoever. The key to those is
invariably to wander around aimlessly and hover your mouse over every
single one of the more or less interchangeable NPCs until you find one
with a non-generic name. Then you harass them for information. If that
doesn't work, repeat the process until you find the NPC that does have the information you need. It's not terrible,
because a lot of these NPCs are pretty interesting, but it does seem
like a mechanic that has been calculated to annoy me specifically.
Which is a shame because Planescape: Torment
is actually kind of a great game. The central mystery is compelling -
you wake up in a morgue with no memories and quickly learn that you
cannot be killed at all and as you progress through the game, you
are constantly finding little hints of your past lives and indications
that you were kind of a dick in most of them. And the companions you
meet are all quirky and interesting - your first party member is a
floating skull that may well be a bottomless repository of arcane
knowledge, but doesn't let that stop him from being a sarcastic,
wise-cracking pervert (though, I will admit, I may have outgrown the
necrophilia jokes - now I just think they're gross).
And,
of course, there's the city of Sigil itself. It's like one half art
deco, one half victorian slum, and one half fever dream of a mad
alchemist. And yes, I know that adds up to three halves, but that's
Sigil for you - overstuffed with daring fantasy ideas (like the faction
that believes all of known existence is just a crappy afterlife for some
better world and wishes to achieve the spiritual detachment to find
oblivion in "True Death" - and they're not the villains), even if the novelty can make it sometimes overwhelming.
I
wish more video games did that. A lot of fantasy games seem to want to
stick to a medieval-Europe analogue, and those that don't will usually
only stray geographically - medieval east Asia or medieval north Africa,
but rarely, say stone age Australia or colonial Canada. And fewer still
dare to go into the completely fantastic, worlds that defy any sort of
easy analogies with real world history. Which is a shame, because there
aren't really any intrinsic limits here. You're creating a whole
universe in a box, so the rules are only what you make them.
Because
so much of my time was wandering around talking to random NPCs (and
fighting off the periodic thug attacks which add basically nothing to
the experience), I haven't gotten too far into the plot. My immediate
goal is to find Pharrod, a shady scavenger who may or may not have the
Nameless One's diary, which could offer tantalizing insights into his
past. As much as Planescape: Torment's trial and error gameplay
annoys me, I'm looking forward to advancing the plot. Even 20 years
after the fact, the game looks gorgeous and it has atmosphere to spare.
Just existing in this world is enough to keep me on the hook for the
foreseeable future.
As I recall, finding Pharrod is your first major milestone, and it *still* takes forever to get there, even when doing everything right.
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