I just finished "Planescape: Torment" yesterday, interesting to say the least. Are the setting/characters/concept archetypal of the whole D & D universe? I've never really played any D & D based games, just imitators.
I felt I could really relate to the main character's problem with piecing together, and being horrified by, his past. I don't want to post a spoiler, but the ending was interesting and then of course posing an actual, tough life question (What can change the nature of a man) and then forcing the player to sort of "play through" the question itself throughout the whole game: superb, very nicely done. It certainly makes one think, and I found that along with the character I yearned for further apotheosis in my own life. Also nice is that, right or wrong, the game has a one word answer to that question at the end :-) (again, no spoilers).
I also cared about the characters. Much like life, the game was more interesting and rewarding whenever I took risks by investing my character in the NPC characters. And much like life those risk decisions were often accompanied by failure and cost, making me truly reluctant to ever take the risk the next time and ask an NPC, a personal question, for example. By the end of the game it directly impacted the ending when I could look at the other NPCs and decide "yep, I care about what happens to them right now". And I know the ending would have been different if I hadn't taken those risks and actually cared about the NPCs.
There were plenty of little things that could have made the effect even better, and I sort of felt as though I was playing an earlier mold of many of today's RPGs. And then of course, the game almost entirely rests on these weighty, philosophical questions and storytelling and there is no appreciable action in the game (at times downright frustrating). Is Planescape: Torment a grandaddy or something altogether different?
Anyone else have any experiences with this RPG?
I felt I could really relate to the main character's problem with piecing together, and being horrified by, his past. I don't want to post a spoiler, but the ending was interesting and then of course posing an actual, tough life question (What can change the nature of a man) and then forcing the player to sort of "play through" the question itself throughout the whole game: superb, very nicely done. It certainly makes one think, and I found that along with the character I yearned for further apotheosis in my own life. Also nice is that, right or wrong, the game has a one word answer to that question at the end :-) (again, no spoilers).
I also cared about the characters. Much like life, the game was more interesting and rewarding whenever I took risks by investing my character in the NPC characters. And much like life those risk decisions were often accompanied by failure and cost, making me truly reluctant to ever take the risk the next time and ask an NPC, a personal question, for example. By the end of the game it directly impacted the ending when I could look at the other NPCs and decide "yep, I care about what happens to them right now". And I know the ending would have been different if I hadn't taken those risks and actually cared about the NPCs.
There were plenty of little things that could have made the effect even better, and I sort of felt as though I was playing an earlier mold of many of today's RPGs. And then of course, the game almost entirely rests on these weighty, philosophical questions and storytelling and there is no appreciable action in the game (at times downright frustrating). Is Planescape: Torment a grandaddy or something altogether different?
Anyone else have any experiences with this RPG?