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Game News Tentative Torment Kickstarter Tiers Announced

Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Those people tend to like some rather shitty games.
 

hiver

Guest
MCA said:

After reading through the Planescape material, it became apparent that while it used the AD&D rules, the setting itself was more relaxed in terms of what was permissible and what wasn't. Given that Planescape was an infinity of infinities, anything was possible, so that affected the types of characters I created. Non-traditional characters were not only "okay" to do in Planescape, they were encouraged... thus, we set about making puritan succubae priestesses, insane geometric shapes, hollow suits of armor, and sarcastic skulls that taunt people to death.
 

l3loodAngel

Proud INTJ
Patron
Edgy
Joined
Nov 19, 2010
Messages
1,452
I feel myself agreeing with feel the rads, how embarrassing.
Contrary to what some dumbfucks believe, Planescape Torment wasn't about planewalking. It was about some guy's attempts to regain his memories, figure out what he is, and stop the curse. As such it could have been set in any fantasy setting where a talking skull, demons, powerful witches, possessed armor, and angels won't be out of place, which means 90% of fantasy settings.

Torment wasn't about planewalking, Planescape was. It a part of the setting that's why it felt natural in the setting. It could have been set in any setting, but it would have lost a big part of it's charm, because event's and characters did not seem out of place unlike in MOTB. I am not even talking about the mythology of the world...

1. Mask of the Betrayer, for example, was set in the FR and had an equally quirky cast of characters (One of Many alone is a perfect PST-style companion, not to mention the angel and Rammaq the demilich who happened to be a floating skull) 2. and plenty of exotic locations to visit, which easily rival plane-hopping you did in PST.

1. That makes the whole difference in the world. In PST characters felt natural to world, fun and interesting. In MOTB they were just quirky and bland. Not to mention that you and your companions, looked like a freak circus walking the world.
Demi lich in BG2 was also a floating skull, but the whole Athlakatla is one big mess.
2. Yet they all pale compared even to those uninteresting and "half baked" locations of PST.
 

jewboy

Arbiter
Joined
Mar 13, 2012
Messages
657
Location
Oumuamua
PS:T was my favorite cRPG of all time and the reason was of course the story and the reason the story was any good was mostly because of Chris Avellone but partly also because of Colin McComb and Dave Maldonado who filled in a lot of the actual prose that MCA just outlined. The setting was nice, but not essential. After TNO started really traveling the planes I somewhat lost interest in the game. A lot of the suspense had gone and it felt mostly like mopping up.

The part of the setting that I liked was not so much the ability to travel in the 'planes', which could just as easily have been distant locations instead, but the little details like the slang and The Lady of Pain. Those definitely added to the feel of the game and I hope its spiritual successor can also manage to come up with interesting local slang.

I also liked the combat. Yup. I guess I'm the only one. It wasn't as good as BG2 or even Icewind Dale, but I don't think it was the worst infinity engine game. For me that would be either vanilla BG1 or IWD2. Neither of which I could even finish once because I got bored. With IWD2 I've managed to get about 1/3 of the way through before screaming in boredom and ragequitting. With BG1 that usually happens in the first 30 minutes. Pretty much any Infinity Engine game had better combat than nearly all modern cRPGs. I definitely think PS:T had better combat than either Twitcher game for instance.
 

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