Man, I played PS:T a few months ago and that game dumped text on your head just as much.
Torment: Tides of Numenera opening: almost two hours of unskippable flashbacks, dialogue, NPC interactions and tutorial battles.
Planescape: Torment opening: a brief conversation with Morte that takes a few minutes and sets up the central mystery of the game, after which the player is free to explore and do what they want.
Besides the vast gap in the quality of writing, its the way content is structured, the presentation, that makes the difference. PS:T does a much better job of making the act of unraveling the story and learning about the world feel like it's a player-driven process, and as a result exposition comes across as much less obtrusive and with much better pacing compared to T:ToN. That's not to say PS:T wasn't on occasion guilty of instances of clumsy or long-winded exposition (though unsurprisingly, the person responsible for most of these was Colin McComb), but it's nowhere near as egregious as T:ToN.
What also doesn't help is that even the simple act of reading text in T:ToN is made into an utter chore, with the way the dialogue window is animated. When you choose a response or click 'continue', it can't just show you the next line or paragraph, it has to do this little transition before it does, resulting in a delay before you can read the next bit of dialogue.
T:ToN definitely has a much higher word count (over 1.2 million, as opposed to PS:T's 800k).
Where should I destroy this first?
A brief conversation with Morte. Right. So you're telling me that the first time playing Planescape for you, you talked to Morte and then somehow booked your way through the intro of the game to escape the Mortuary. I guess you missed DHALL with his
BIG ASS BOOK standing right there, ready to tell you 18 years of history and spill a good 52,500 of the game's word count at you right from the start? And then you must have not bothered talking to Deionarra or literally
anyone else in the Mortuary. Riiiiiiiiiiiiight.
Once you leave the Reef, you're free to do whatever the hell you want. Really, once you leave the Dome, though there is only one exit to that area that I know of so you have to go through that tutorial encounter.
Next, a vast gap in quality of writing. Are you smoking PCP? There is no one in their right mind that can honestly say that Tides's writing is somehow inferior. I know it's an opinion and all but fuck that, it's not allowed. I'm saying it now, that opinion is not allowed. Both games are very similar in the writing department. In fact, your "pacing" remark is also equally hilarious and infuriating. You think the pacing of PS:T was somehow superior? I guess you also skipped
literally the entire game, because when you leave The Mortuary and enter The Hive, the gameplay is then literally moving from NPC to NPC to choose between 15 dialogue options with each while the game describes the oozing sores covering their faces in 450 words each. Which I fucking loved. But let's not act like somehow Tides is just egregiously worse than PS:T in that way. They are almost the same damn thing (with Tides being a bit smaller in scale in each area. PS:T the NPCs were a bit more spread out, where Sagus Cliffs areas tend to feel slightly smaller and more compact.)
The dialogue window. Are you serious? I don't think you are. You're surely trolling at this point. The dialogue in PS:T was the same damn way, you bastard. And in Tides you can quickly and easily scroll right back up if you missed anything. 9 times out of 10 you can read it all without having to do that. A "chore", pah. Let me tell you about chores. Back in the day I had to bale hay on my uncle's farm. It was rough work, but honest work. He'd pay me in cracker jacks, yeah, the sweet and crunchy snacks from yesteryear, and when I saved enough of them I could barter them with the local baker for a loaf of bread. That bread had to last the week, and all we had is cabbage water to drink with it. And we had no shoes, either. When our feet wore down from all the hay balin', we had to walk on our hands. Try baling hay with your feet as you're walkin' on your hands, you son of a bitch. So don't tell me about chores.
Tides has extra features, too, like many more objects you can interact with, learn about the world, history, lore, your character's background, etc., with. You can poke things, touch 'em, smack things, push buttons, and other fun things, never knowing what the hell is going to happen next. There are tons of choices, different ways to play it, skill checks galore and a million interconnected, subtle little bits that can be easily missed. The game is great.
Now go buy it and support the devs, lest you would rather have Candy Crush RPG: The Crushening coming your way in the future. Sons a' bitches...