

You can be anything from a do-gooder to absolute evil - it's all up to you. What other game lets you recruit a talkative flying skull as your companion, and then lets you equip him with different kinds of teeth as "weapon upgrades"? Like any good RPG, there are plenty of people to talk to, experience to gain, cool magic to wield, quests and sub-plots to enjoy, and dark deep secrets to discover.Īlthough Torment is not a "free-form" game in the same way that Morrowind is, it still offers a good range of options and alternate paths - many of which are dependent on your character's alignment, which is in turn influenced by your behavior. One of the most fun aspects of Torment is that the weird setting influences everything from weapons to NPCs and beyond. The graphics is simply superb, and even strangely compelling. There are many keyboard shortcuts for most important actions, and you will quickly get used to keyboard + mouse combination. and must eventually come to terms with horrible deeds you have committed in the past.Īnyone who has played any Black Isle game will be familiar with the interface - which is very easy to learn and use. As you journey into the strange and wonderful world of Planescape, you will slowly learn about your life. The catch: you discover that you have become an immortal. The game casts you as Nameless, a hero who woke up with amnesia. Nevertheless, if you are looking for an excellent RPG with a truly superb storyline that puts the "kill the foozle" plot of most other RPGs to shame, Torment is a must-have. Or perhaps the leap from the familiar AD&D world of Baldur's Gate to the alien setting and more mature storyline of Torment was just too great for the many followers of Baldur's Gate. Interface tweaks, however, were necessary to make room for the larger and more detailed animations. Perharps some of reasons for poor sales are the fact that there were quite a few bugs in the initial release, the sheer amount of text the player had to read, and the fact that the well-known interface from Baldur's Gate was changed into something more difficult to use. The source art was lost.Despite blazing reviews, Interplay's formidable marketing machine, and many accolades of "1999 RPG of the year," Planescape: Torment did not achieve the same commercial success of Baldur's Gate.

I made arrangements to visit BioWare with a removable drive and work with Derek and the IS department to find the assets.Īfter two days of searching we came to the horrible realization that the source artwork was stored on a departmental drive and not a project drive, and as such was not frequently backed up. We again dug through and failed to find the source art. "No problem," I said I contacted Derek French over at BioWare and he dug further and sent us more data. We nailed down the core terms, got everyone on the same page and we got our first drop of the assets from BioWare.Ī few days later we noticed a large hole where the source art should be - stuff like 3DS Max files and texture images. We planned to take the character models and re-render them with many more frames of animation and add new orientations to the movement to make the game smoother. Our plan was simple: grab the original artwork, clean it up, re-render it at higher resolutions and with better materials, thus creating stunning versions of the areas everyone remembers. We had drafted the original deal in the context of a Baldur's Gate: HD.
