Tags: Black Isle Studios; Planescape: Torment
Former GameSpot executive editor Greg Kasavin has put up <a href="http://kasavin.blogspot.com/2010/03/gift-of-torment.html">his thoughts</a> on this classic RPG.
<br>
<br>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">It took years for anyone to improve on Torment's basic idea of letting you determine your character's intent and not just the content of his speech, but the Mass Effect games finally took this a step further through their system of subtext-driven dialogue. In those games, it's genuinely exciting to see the protagonist act out your dialogue choices, because you don't know exactly what Shepard is going to say or do -- you tend to just pick the emotion or intent behind the outcome you want, and your reward is seeing Shepard act it out faithfully, in most cases. The basic consequence of this is that dialogue sequences tend to be worth watching and listening to, something that's rather important for a game that's bothering to have tons of story content.
<br>
</p>
<br>
<br>
Mass Effect - the first games that managed to genuinely improve on the standards set by Planescape Torment.
<br>
<br>
Spotted at: <A HREF="http://www.gamebanshee.com/news/97364-the-gift-of-torment.html">Gamebanshee</A>
Former GameSpot executive editor Greg Kasavin has put up <a href="http://kasavin.blogspot.com/2010/03/gift-of-torment.html">his thoughts</a> on this classic RPG.
<br>
<br>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">It took years for anyone to improve on Torment's basic idea of letting you determine your character's intent and not just the content of his speech, but the Mass Effect games finally took this a step further through their system of subtext-driven dialogue. In those games, it's genuinely exciting to see the protagonist act out your dialogue choices, because you don't know exactly what Shepard is going to say or do -- you tend to just pick the emotion or intent behind the outcome you want, and your reward is seeing Shepard act it out faithfully, in most cases. The basic consequence of this is that dialogue sequences tend to be worth watching and listening to, something that's rather important for a game that's bothering to have tons of story content.
<br>
</p>
<br>
<br>
Mass Effect - the first games that managed to genuinely improve on the standards set by Planescape Torment.
<br>
<br>
Spotted at: <A HREF="http://www.gamebanshee.com/news/97364-the-gift-of-torment.html">Gamebanshee</A>