erbkaiser said:
One of the strangest paradoxes of this game brought about entirely by the engine is that the mage is the most powerful class in this game, but because the screen is so zoomed in compared to other Infinity Engine games like Baldur's Gate or Icewind Dale, even as a mage you are forced to use close combat.
This is where if you now play the game with the WEIDU widescreen and resolution mods, that allow you to play it on a 16:9 screen at 1920x1080 or whatever, the game really is different than the original since you can actually plan your attacks ahead.
This makes all combat easier actually.
It's also amusing that the devs chose to not include swords. I can't think of any other western fantasy games where swords simply don't exist as player weapons.
And it's one of the very few games where you can completely miss out on several party members, with no indication you did so unless you know this from other playthroughs or external sources -- and still be able to play until the end.
Lastly, as others mentioned, this game is getting a spiritual sequel called 'Torment: Tides of Numenera' by the same guys that brought us the excellent Wasteland 2.
Very true, and I'm a backer of the upcoming game, however it should be noted this will be using the Numenera setting as opposed to the Planescape setting which could be hit or miss. While Numenera gets a decent amount of praise there isn't as much material to draw on, nor does it have quite the same following, probably due to the state of PnP RPGs in general.
*THAT* said you can very much blame Wizards Of The Coast, and perhaps more specifically one man named Ryan Dancey, for what happened with this game, and to a lesser extent PnP RPGs in general, and it's quite possible because of them that damage was actually done to the genera of computer games as a whole.
To set the wayback machine, I was a member of the RPGA back when "Torment" came out and I was on their forums. This was a time when someone at WOTC decided that PnP gaming needed to be dumbed way down and they wanted the 3E rules to become more approachable than ever before, despite claims that they would lose none of the depth that exist in 2E. Early versions of the rules got leaked and at one point Ryan Dancey in a thread dedicated to me claimed he could accurately translate any 2E character into a 3E equivalent even if I broke the rules. Unsurprisingly he couldn't do it.
At any rate, at the time this was going on Ryan was the designated axeman who was running around killing off all the material and campaign settings which were too smart for their desired audiences despite massive protests from the fan bases. In reality his desire was at the time to pretty much axe everything except Greyhawk (which they wanted to make the game's new focus) and The Forgotten Realms (because the novels alone were a massive cash cow even WoTC wasn't dumb enough to slaughter all at once, though they intended to gradually poison the setting in hopes of getting people to transfer interest to Greyhawk and focus their audience. Events like "Threat From The Sea" were set up to destroy what a lot of people liked in an epic finale in hopes interest would fade... Waterdeep, Halrua, Baldur's Gate, and other locations were more or less flattened).
This brings us to Planescape, a setting that was quite profitable and had a dedicated following, having seen the successful publication of numerous boxed sets, modules, and full-color softcover books, as well as being popular enough where it was being crossed over into other campaign settings due to people liking the ideas. When Planescape was on the chopping block Ryan Dancey tried to talk crap about a lack of interest and said flat out that if "Torment sells well the setting will be spared". Let's just say that Torment went gold in pre-orders alone (trust me, I was there), and a lot of people even purchased multiple copies. Ryan of course lied about this and axed the setting anyway, but not before one last adventure/supplement called "Faction War" which took a giant sized dump on everything that made the setting awesome (kicking all the factions out of Sigil for example), pretty much the same thing they tried to do with "Threat From The Sea" but a lack of further publication and novelists writing dedicated Planescape novels prevented a recovery.
At any rate this is why Planescape is viewed as an "obscure" or "cult classic" game despite it being one almost everyone has played, bought, or was going to play, and being on almost every list of computer games. The thing moved truckloads of copies, but the guys holding the IP rights were insane and somehow thought it would be in their best interests to kill a product line that was making them money, so deliberately sabotaged themselves in the press. This is why the game is everywhere, despite everyone acting like it should be obscure.
The domino effect this caused of course is still being felt. It's arguable that the alleged "failure" of Planescape lead a lot of the gaming industry to believe that games like this just didn't sell. Likewise at the time when the RPG producers themselves were selling simplicity, and face it, most RPG mechanics with computer games and such go back to D&D in some form, the game developers of course did the same thing. RPGs, both computer and PnP, thus began a downward spiral of alleged simplicity and accessibility, while of course the original audience that made them popular largely moved on, or kept playing using previous rules and game systems. The "young, stupid, audience" that they were banking
on never really came out in force, and those that did, didn't stay so RPGs became a dying genera.
Some might of course think I'm overstating the case, and probably can't believe that a company would actually sabotage things that were making them money in hopes of MAYBE making more money if they went down a different avenue, but it did happen, and I actually talked to/confronted the guy who was running point for it.... and pretty much every prediction I made happened.
The irony here is that there is still a profitable niche waiting to be mined out there, but it's not big enough to get the attention of anyone that can do it right, meaning that "real RPG gaming" mostly stays at a low level, catered to by people that just don't have the resources to get it going again in anything approaching a big way.
As far as the combat in Planescape went, a big part of the problem I think was that the engine was just too old and it wasn't capable of achieving the level of complexity that later-era 2E could. Things like intergrating NWPS (the skill system) advanced weapon mastery and combat proficiencies, and similar things. The problem as I saw it was that by the time Planescape: Torment came out people were already getting tired of "Quarterback" type infinity engine combat, and some of the changes (as people point out with the view style) actually didn't mesh well. That and the game didn't make very good use of the magic rules for the setting which is why Magic seemed overpowered. Basically it seemed very little had magic resistance, and when you visited other planes the game didn't make you worry about obtaining the right keys/rituals/etc... to use magic in that dimension without suffering a huge penalty. Magic is powerful when you can
get it to work, but arguably brute force was king for a lot of adventuring because hitting someone with a big rock is universal (so to speak). It's also why a lot of wizards that are high level tend to stay in one place/dimension in Planescape and use adventurers to roam the planes, because if most of them travel they wind up losing X number of casting levels if they don't know specific things (and you never know the first time you go somewhere, and sometimes those keys change), it's easier to send adventurers since he'd likely be even weaker than they are if he went through gates randomly and he's a dedicated mage. Clerics likewise also tend to get screwed, and don't have the same kind of work around, basically the more planes between them and whatever plane their deity calls home, they more casting levels they lose, and there really aren't tricks (other than gaining multiple patrons) that can help. I might be forgetting something but basically being a mage was the best (after getting a few level of figher for hit points) because you didn't have to worry about say losing 10 levels of casting ability (say going from 12th level to 2nd level). That would have made the game annoying mind you, but it did lead to certain things being a lot more convenient than they should have been.