Planescape: Torment - Reception

Reception
Aggregate scores
Aggregator Score
GameRankings 90.63%
Metacritic 91/100
Review scores
Publication Score
Allgame
Eurogamer 7/10
8/10 (after patch)
GamePro
Game Revolution A−
GameSpot 9.0/10
GameSpy 90/100
IGN 9.2/10
PC Gamer US 93%
PC Zone 8.7/10
incite PC Gaming 4/5
NextGen
Awards
Entity Award
Computer Gaming World RPG of the Year (1999)
GameSpot RPG of the Year (1999)
IGN Vault Network Game of the Year (1999)
Eurogamer Best Male Lead Character (2000)
PC Gamer US Game of the Month (2000)
Gamespy Hall of Fame (2004)
Gamespot Greatest Games of All Time (2005)
Gamasutra Quantum Leap Award (2006)
IGN 71st in the Top 100 Games of All Time (2007)
PC Gamer 9th in the Top 100 Games of All Time (2008)
Game Informer 188th in the Top 200 Games of All Time (2009)
Bit-tech 30 PC Games to Play Before You Die (2009)

Planescape: Torment received widespread critical acclaim upon its release, but only made a small profit. GameSpot's reviewer stated "It's clearly the best traditional computer role-playing game of the year", a comment which the website would later expand to "one of the greatest ever". Allen Rausch, writing for GameSpy's 2004 retrospective "A History of D&D Video Games", commented that Black Isle Studios "went way over the top for this one, crafting an utterly unique experience that has yet to be equaled by any RPG since". The gameplay was often compared to Baldur's Gate, another Interplay game that used the same engine as Planescape: Torment. The game's premise and writing were warmly received; a review in the New York Times noted "The game's level of detail and its emotional impact have prompted some players to cast about for literary peers." Reviewers were pleased with the ability to shape their character's journey as they wished. In 2005, GameSpot stated "Planescape: Torment has quite possibly the best implementation of role-playing an evil character ever to appear in a computer or video game to date". The heavily tattooed, egocentric and potentially selfish Nameless One was welcomed as a change of pace from the conventional RPG hero, who was considered a predictable do-gooder. Reviewers also approved of the protagonist's ability to gain new powers by "remembering" past lives. The dark and diversified representation of the D&D setting of Planescape was lauded as a fresh departure from the traditional high fantasy of computer role-playing games. A review in NextGen praised the game, saying that "Torment offers the best RPG gameplay anyone can find on store shelves, hands down."

limits are elusive. Even small choices have multiple and unpredictable results, leading players to incidents, to confrontations or to nothing much. The game resists resolution or even comprehension. A rambling text like Planescape Torment bounces when you try and nail it down, it resists totalisation. It has its moments of "rush" and of confrontation, but it wants to be savoured, wandered through, in the company of armed companions. —Diane Carr

The technical aspects of the game were also praised. Although by the time of its release in late 1999, Planescape: Torment's default 640x480 resolution was not considered particularly advanced, reviewers were pleased with the art design and color of the environments. The game's sound and music were described as "well above the norm" and "superb", and one reviewer stated that his only complaint about the music was that "there wasn't enough of it". Another reviewer stated that Planescape: Torment had "just about the best sound" they had heard in a video game. GamePro stated, "... the characters talk with the talent of real professional voice actors during crucial bits of dialog". The game's graphics were moderately well received, with incite PC Gaming saying that " can be a little lackluster, although some of the spell effects certainly look very good", a statement echoed in NextGen which stated that "mind-blowing spell effects ... will remind you of a two-dimensional Final Fantasy game."

The game's interface received positive remarks. The US edition of PC Gamer commented on the automap, which automatically marked important locations and allowed the user to add custom notes, and on the journal, which separated completed quests from unfinished quests. PC Gamer also praised the fine-tuning of the Infinity Engine, such as the use of a radial menu, which allowed the player to stay focused on the game instead of managing multiple screens and "messing with windows and buttons".

... we were swept away by Planescape: Torment. It wasn't the effective engine, demented characters, or lavish lands that won us. It was the rich storyline. This tale is more a reflection of your true self than any game ever made. —Darren Gladstone and Nikki Douglas

Criticism of the game was minimal and problems were generally described as minor, but included complaints about long load times on computers of the day, or the game slowing down during combat. Bugs were responsible for slowing down the game when a high level of graphical assets were on-screen at the same time, but it was reported that a fix was released that solved the problem.Allgame's Derek Williams considered the game's combat simplistic (with a comparison to Diablo), which made the game too easy. The most negative major review came from Eurogamer, who gave the game seven out of ten (and later increased it to eight when the game was patched). Their reviewer expressed distaste at the immortality of the player character, saying that it made the lives of characters "cheap and meaningless", although other reviews welcomed this aspect, saying it was "implemented perfectly" and did not make the game easier. Eurogamer also disapproved of the amount of experience that was awarded for certain dialogues later in the game. However, other reviews cited this as one of the main things that elevated Planescape: Torment above the standard RPG format. Some reviewers also criticized the game's pathfinding AI as being "less than impressive".

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