Retrospective: Planescape Torment
What can change the nature of a fan?
Amidst the dusty annals of video gaming, there are games only mentioned in hushed tones. There are games that are traded in back-alleys, games where the few extant copies are guarded by hooded, pale-faced men who worship the old gods Mintah, Ammygah and Com O'door. Games where only one person has ever played it, and he whispers its plot endlessly from his isolated, padded rooms in Bedlam...
Planescape Torment isn't one of those games.
Planescape is the game most likely to be name-dropped by PC journalists, after Deus Ex. Planescape is the game that took the cigarette-end of the superb Baldur's Gate engine-based games and immolated their legacy in a ball of conspicuous failure, followed shortly by the apparent collapse of its publisher, Interplay. Planescape is a game that, shamefacedly, one of our writers gave 7/10 to, though his reasons were just. Planescape is the only game I've ever borrowed and not given back (I do hope they're not reading...)
More interesting facts about Planescape: it has the longest script of any videogame ever written at around 800,000 words, itself adapted into a strangely-addictive novel and another book. It's an adaptation of the Baldur's Gate engine to the one of the most abstruse elements of the Dungeons & Dragons universe - the planes, the mythical realms that were Venn diagrams of moral alternatives made physical; sod Fear & Loathing in Las Vegas, if this were a book then you'd call it unfilmable. For a retrospective it presents a unique problem: when a game features nearly a million brilliant words, it's easy to write 10 times that in analysis. Most of the words I'm going to write are spoilers, so if you want to play it STOP READING NOW.

Waking up for the umpteenth time for the first time.
You take the part of the Nameless One, a heavily-scarred, tattooed and frankly ugly amnesiac who wakes up in the morgue. So far, so Grisham. Yet this morgue is staffed by zombies, and is built in Sigil, the city of doors. You soon learn your task, from a chatty skull who reads the tattoos on your back (this was the year before Memento, so if anything that plagiarised this), and it is to find out why you cannot die, why you forget more every time you do, and what you've done with the hundreds of lives you've lived before. You've lived these lives across the planes but mainly in Sigil, which, in planar lore, sits in a neutral zone and is scattered with portals that might send you round the corner, or all the way across the planes, if you know what their hidden keys are. It sits atop on the inside of a torus that circles the tip of an endless spire and is overseen by the sadistic, arbitrary Lady of Pain, who even gods fear, and whose multi-pronged shadow features heavily in the spiky, nasty architecture.
The spectacular in-game appearance of the city is an argument in itself for forsaking the rotational delights of true 3D gaming; hand-painted scenery mixes Victorian urban grittiness and tremendous variety of scale with avant-garde fantasy. Magnificent architraves and naves loom from nowhere over sewage and decay; brain-bending buildings watch over the map with obscure functions and names, while an interplanar bazaar fills the streets with any possible race or device. Hieronymous Bosch landscapes meet colossal statuary, and no other game has met its implied scale. When the game breaks out of Sigil it does so suddenly and the new areas - the hell of Baator and the border prison-town of Curst - are equally bizarre, though more cursorily designed. And, curiously, despite the lushness of the built environment, much of the description comes in those massive chunks of text.
Take the introduction of Ignus, a pyromaniac wizard, channel to the realm of fire and former student of the cruelest incarnation of the Nameless One, who can be persuaded, gingerly, to join your party. You first encounter him in a bar named, eponymously, The Smouldering Corpse. His sprite hangs in the middle of the foyer, impressively flaming, but not really enlightening. It's in the text that you interact with him, seeing him hissing with idiot malice and insanity from his decades of agonising imprisonment. The game even gives you the option to sacrifice parts of yourself to his flames in return for permanent weakness, increasing disability, and access to his unique spellbook.
Whilst talking about Ignus, it's worth noting the number of purely optional, totally bizarre and entirely bypassable party members. The entire game can be completed without comrades (indeed, for a speed run it's pretty much necessary) and half the party members are extremely difficult to access. Save for Ignus and the puzzle of extinguishing his eternal flames, there's the Nordom the Modron, a corrupted minion of the computer-like realm of logic Mechanus. You can only encounter him by buying a puzzle box from a particularly strange store, which opens up into a whole procedurally-generated dungeon floating in limbo, and it's both one of the most challenging parts of the game and a bluntly comic parody of D&D and role-playing computer games altogether (the puzzle box itself can, incidentally be swapped later for the most powerful evil weapon in the game, as long as you don't mind dooming the universe to eternal war). Then there's Vhailor (an empty suit of armour motivated only by justice) who's walled-up underground somewhere, the intellectual succubus Fall-From-Grace, and the half-demon thief Annah.

I wish I could talk to women with 'bright, crimson eyes'.
The party members you do take on board are developed almost entirely through dialogue, which allows you to unlock more of their story the longer you play with them. Your first potential party member, the endlessly gabbling Morte, is a cheeky flying skull whose bite is as bad as his bark. His levelling up is done partly by learning horrible new insults. Meanwhile, the ancient Githzerai Dak'kon is a particularly strange example - interacting with a puzzle item he gives you results in more of his story being revealed, new combat buffs for your character and more dialogue choices with him, which unlock more abilities and a greater story about the planes themselves and his race in particular, a story that's ambiguous and leaves him both a hero and a villain (and one of your former incarnations either a villain or misanthropically pragmatic).
There's even characters mentioned in passing who demand stories of their own - a former companion of yours, the blind archer, whose zombie you find, or the Lady of Pain herself (the godlike overlord of Sigil) whose name cannot be mentioned (but about whom theories abound that she's in fact six squirrels with a headress, robe and ring of levitation). It's emphasised throughout the game that you are, and always have been, doom for those lost souls who tread your path, and that all these who walk with you are fated to die, soon.
Planescape's deliberate weirdness doesn't finish with the characters, or the world. The contrary design decisions continue throughout the game. The language of the game is close to Chaucer or Iain Banks' Feersum Enjinn, relying heavily on old east London "cant", a mixture of the lingo used by cony-catchers, pick-pockets and bawdy-baskets. A typical sentence might be, "It's a right berk who thinks a blood or cutter will spill the chant without some jink." There are almost no swords, despite you starting as a fighter character (the Nameless One can shift classes between thief, fighter and mage repeatedly as he remembers his previous lives). Rats can and do beat you up, especially in large numbers, though your main character can never die.
You can also finish nearly the whole game without fighting or killing anyone, and the experience system reflects that - it rewards combat third, quest-based experience second, and character role-playing, party development and introspection first. Towards the end of the game just talking to yourself can give you more experience than you've got in the whole of the game. You only get a chance to use nearly all the powerful spells once. The largest, most interesting portions of the game are completely optional - the undead city and the rat hive mind can be mostly avoided, Coaxmetal (the towering, monstrously-evil smithy-golem that manufactures weapons for the eternal Blood War) is hidden, your old journals, body-arts and tombs are scattered around the world, and even being mazed by the Lady of Pain is dependent on you being an idiot. Why, if Planescape is so good, did we give it 7/10 back in the day? Why didn't it sell? Like most of the games produced by Black Isle and its successor studios Troika and Obsidian (KOTOR 2, Vampire: The Masquerade - Bloodlines), PST was far too ambitious, so massed community-patches are needed to add in the missing content. There's a wide range of them, with several collated by the ever-excellent Spellhold Studios who also have fixes and extensions to a range of other Infinity Engine games, including Baldur's Gate. The most useful patch allows you to run the game at modern resolutions - unfortunately, we've had trouble running that alongside other fixes from Qwinn that reinstate lots of missing content and voices that were hidden in the shipped game.

No, you're right, best stick with a side parting.
Also, let's face it, that box art was bloody awful (the Nameless One's scabby, impassive face looming at you like Judge Dredd in his Dead Man days - Tony Benn is sexier) and Interplay would have been better sticking with the original name, "Last Rites". Even the design document, though a joy to read, admits, "We were initially worried that a game with a severed head in it wouldn't sell. So we said, 'well, Interplay might go for it.'" That design brief also has a million other brilliant ideas that would have delayed the game by a year if they'd all been implemented, like talking weapons, and a planned alternative super-good ending.
What has the gaming world taken from PST? No-one seriously considers going back to the imaginative indistinctiveness of painted 2D although it is demonstrably beautiful - only the CG-art backgrounds of Guild Wars approach it. Even developer Chris Avellone's said he wouldn't make a sequel - though he'd like to follow up on the Planescape setting itself. The only recent heir, beyond Avellone's own Neverwinter Nights 2, is Lost Odyssey, and that, though a similarly wonderfully-crafted story about immortals heavy with regrets and memories, also sadly bought into the cloying immaturity, repetitive battles and heavily stereotyped characters of modern JRPGs. Even in D&D proper, the Planescape universe isn't supported anymore and it's implied that it's been written out of existence. The one thing we gamers did learn is: if you play one of the descendant studios games within a year of release, it'll be almost certainly be broken. Hold off until the community patches are done if you want a perfect experience. That is, if you can stand not playing what will be one of the best games ever on the day it's released.
PST is 800,000 words long, but when numbers get that big they become meaningless. The key point is that every single one of those words has been crafted, and Torment, as a book, is one of the best fantasy books ever written. Having the opportunity to work that twisty, painful bloody story out for yourself is almost a moral lesson. Hmm. Perhaps I should give my copy back?
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Comments (79) Latest comment 2 years ago
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Noone is ever going to make another game like this. It's just not doable with people expecting full voice-acting etc., which is a shame.
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Good Old Games? No, don't think so. I think it was on Gametap once, iirc. Not sure if it still is.
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EDIT: Was a budget relaunch ever released?
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And it was on the cover disc of a PC gaming mag here in Germany a few years ago.
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In other words it's ace
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maybe it's just my age but there's also something a bit more atmospheric about written rather than voice-acted dialogue...
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It is a shame that D&D has lost the Planescape setting, as it is infinity more interesting than The Forgotten Realms and much better than the frankly rubbish Eberron.
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Might have another go with the widescreen patch.
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Then, if you've really played it, think about the true meaning of "Role Playing Game".
Now think about what are considered to be (look at the sales, or the reviews) the best of modern RPGs, like Oblivion or Fallout 3.
And you'll know how I feel, and why I hope with all my being that Bethesda will soon die painfully.
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Conversely, I wish RPGs would go back to being isometric point and clickers. Leaves one hand free to manage a cup of tea and some biscuits.
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Well, good for you, because they've all but died out. I miss them terribly, not the least because the change of perspective (literally) from first-person or 3rd-person is already a nice change in itself - more tactical gameplay options, more room for the player's imagination etc. notwithstanding. Gamers' demands these days to have everything in front of them in glorious 3D is a terrible equaliser.
The death of the isometric perspective is one of the reasons I am slowly but surely losing interest in gaming. Thank God at least Blizzard still understands.
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It's not their fault, it's not that games like Mass Effect, or Bloodlines, or Fallout 3, or KOTOR are *bad* games, not by a long shot. However, on a 1-10 system of rating, if you were to give Torment a 10, most of those would barely register a 1.....
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Of course. Because so much work was lavished on art which we're only now beginning to have the technology to render in modern 3D engines.
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It does remind you of how good Black Isle Studios were and Sheena Easton most certainly hasn't done anything better than her voice work in this!
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1. The original large boxed copy
2. The above, plus novel
3. The White label version
4. In a large Interplay box set with Baldur's Gate and Fallout 2
5. The double pack (from the USA, I think) with Soulbringer, which due to better compression technologies, comes on fewer discs
6. The Thai language large box version, which despite it's packaging and manual, plays in English. I think this applies to some other non-English language releases as well.
Yes, I have all these versions...... I think I'm rather fond of this game.
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Oh and also, this is pretty much the best game ever.
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Anyhow, I own Planescape: Torment, but I never finished it. And I didn't like it!
The main problem with Planescape: Torment is that if you're NOT interested in immediately finding out what happened in your past, there is no game. When I started playing, I was awed by the possibility of exploring the planes. Stupid nameless one, you have access to the city of portals, let's explore it before you start whining about your past! But nooo, it is mentioned (in the text) that it's vast and huge.. but in reality it's like three of four small, square maps.
Same with the role playing. Since the entire game revolves around the main character, his story has already been written. Nothing you do as a player will ever change that, you have to follow it slavishly. And it's extremely linear, unless you count your companions stories as separate ways..
Also, since the Infinity Engine works badly the more companions you acquire, I usually play them with my own character and one more. But in Planescape: Torment, almost the entire game is hidden in the companions, so you're basically forced to try and get a full party. Expect to hear a lot of "You must gather your party before venturing forth" in this game.
Planescape: Torment is a game so targeted on telling The Story, that it offers almost nothing else. Those who are enthused by the story, absolutely love it and praise it even now, ten years later. We who weren't as gripped by it still to this day wonder what the hell is wrong with us and what it is we're missing.
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Also has a fantastic soundtrack written in only two weeks.
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Oh, and another thing... I get the other two, but what "God" is "Mintah" supposed to be?
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You dont go to plane b to collect c and beat boss d with this game, you have to be prepared to be IMMERSED into the atmosphere, dialogues and the story. Its like the most interactive novel I had ever read and still PST ranks very fondly in my whole gaming career.
I considered PST to be above even the mightly FFVII which I replayed lovingly on my PSP recently, its a very big budget game and certainly more entertaining in an easy way but for the depth of universe, story and options/dialogue trees nothing can come close to PST.
Good article and SHAME on giving the reviewing job to a gamer with certain mind set or expectations!
OPEN your mind and adjust your expectation.. .you ll have a massive trip!
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Fair points, but I feel you're criticizing the game for not being what you expected it to be, rather than for what it is. All criticism does that to an extent, of course, but I hope you know what I mean.
And while it's true that the game is quite linear (although not more so than all other Infinity engine games), you are still very free in how you progress, and in your character development.
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Thing is, at high screen res, the text is far too small to read comfortably. And otherwise it just looks awful if it's not at a flat screen's native resolution...
The vast amounts of text, which is excellent,and the amnesiac setting, tied with little graphical feedback for even minor things like changing what armour was being worn kinda kept the protagnonist at arms length from me, and I found myself preferring some of the other characters who were (obv) much more fully complete...
I want to go back to it, I really do. Maybe it's the sort of thing I could get running on my netbook...
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http://www .youtube.com/watch?v=IJyUQ7zarS8
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or at least, put it on steam. we just got the original fallouts afterall didn't we?
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also one of the best arguments in favour of games as Art.
Every game I play with a decent and serious story gets held up to this game and measured against it.
to date the only games that have come close for me have been 'The Longest journey' series.
If you have time and patience to out into this game you will reap the rewards.
enjoy.
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a) fix bugs
b) allow it to run in more modern resolutions
[link url=http:/ /www.spellholdstudios.net/ie/pst-fixpack
]http://ww w.spellholdstudios.net/ie/pst-f...[/link]
Fixpack, which includes the fixes in the Platter fixpack plus 100s of more fixes.
[link url=http://www. spellholdstudios.net/ie/pst-ub
]http://www. spellholdstudios.net/ie/pst-ub
[/link]
Unfinished Business, even more restored things than the restoration pack
[link url=http:/ /www.spellholdstudios.net/ie/pst-qtweaks
]http://ww w.spellholdstudios.net/ie/pst-q...[/link]
Tweaks, like no fog of war in cities, with Weidu format, you can select which tweaks you want.
Also try the UI mod by Ghostdog, which fixes the issues that occur when using other resolutions than 640x480 with the widescreeen mod mentioned above. I.e spell animations not being centered
[link url=h ttp://www.spellholdstudios.net/ie/ghostdogs-pst-ui
]http://ww w.spellholdstudios.net/ie/ghost...[/link]
enjoy...
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It's a really great game, but it's so chock filled with great characters and little quests that I struggle to stay focused and eventually end up confused and counfounded as to what I'm supposed to be doing when I play it.
Hopefully I can get past the maze this time, because it must be nearing a decade since I've seen the latter parts of the game.
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God, I so miss the times when games weren't some money making machine. And i remember the old Interplay logo: " by gamers for gamers"
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The city is built of stories. This game is made of storytelling. Try to have as many conversations as you can, and you'll see if Sigil is that small. Of course if you are not into having the conversations, there is not much game for you in here, and either way you have to deal with the crappy engine. For me Planescape: Torment is pretty much a book, or rather many possible books in one. Although as a "playable book" it's still more gamey than your average Japanese visual novel...
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And it was to this day probably the most succesful marriage of Western and Japanese RPG design philosophies. Things like the pre-defined character and the absolutely wonderful spell effects (much, much better than in any other Infinity Engine game - and those in the link are just minor ones) should appeal to JRPG fans as well.
That's an interesting way to put it. I don't think I've heard that particular analyzation before.
Noone is ever going to make another game like this. It's just not doable with people expecting full voice-acting etc., which is a shame.
I don't know about that. Five years later, we got another game just as interested in telling such a rich story, carefully written that completely ignored voice-acting and super cinematics so it could do that. Also, with handhelds and smaller game studios finding so many outlets lately, I don't think it's out of the question to see people do a bit of gaming classicism and go back to this type of design.
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Don't get me wrong. It's a very, very good game. The writing is spectacular, the characters fabulous, the tale engrossing and the quests imaginative. It's also, even now, a hugely beautiful, powerful aesthetic. But I don't like it.
I worry I may have slipped into the impatience of modern life. Though I loved Planescape at the time, I now find it to be terribly, intolerably slow. The opening few hours are tremendously aimless, and it's not until a huge stretch in that I feel like I'm getting anywhere. I tried starting it again twice last year, and failed both times. I guess I just couldn't find the time to properly involve myself, to totally lose myself in its clearly brilliant fiction.
It's a wonderful game. You should all totally play it. I, however, have kind of given up.
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It changed my nature.
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This is all why I think that 800,000 words of text is not the direction in which gaming as art should be going towards, and I think that games like Portal and Braid actually understood that. They're both games that are incredibly fun to play, and that also create a very intresting world and manage to convey an interesting story. What's more, in my opinion, GLaDOS is a much more complex and well written character than all of PST's characters put together (except perhaps Ravel Puzzlewell).
I think games have taken a much greater step towards art these past few years than they did in all of their previous history. With Portal, Braid, World of Goo and arguably even Team Fortress 2 (this is really gonna enrage PST fans, but i'm willing to discuss and prove that despite it being a mindless multiplayer FPS, TF2's setting really has an artistic quality to it), gaming is heading in the right direction.
Sorry for the long post and let my -10 score hit me!
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(I'd also argue Portal does nothing Half-Life 1 didn't in that respect, btw., which is probably another reason why I see less a step forward than you.)
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Wonderful game for all the reasons already mentioned.
Unfortunately, the combat system wasn't great really. I ended up playing with just Morte and the Nameless One, with the latter retreating to the shadows, going into stealth mode and sneak attacking everyone repeatedly. Even the Transcendent One fell for this ruse. :-D
But Torment - along with Little Big Adventure - remains the finest example of a fresh and engaging universe that I've ever played in gaming.
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I tried playing it again probably four or five years ago, but after an hour I just couldn't get past how incredibly ugly a 640x480 game looks on a modern high res monitor (didn't know about those resolution mods at the time, though I have a hard time believing I didn't search for any as I definitely was aware of Infinity Engine mods at the time).
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If you sit back and analyse it then yes it fails in a bunch of ways. It's quite linear, side quests are very fed-ex, combat is far too easy and broken, at least half of all the spells are useless. But again, while I was playing it I didn't care about stuff like that.
This game needs a HD remix.
And we need some BG fans to come and start saying that it's not a real role-playing game if your character can't be elvish, then we can flame war like it's 1999.
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(also, i'm not saying Portal is innovative in its gameplay, i'm just saying it's fun to play while also having a very good story)
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People saying this is so much better than other RPGs piqued my interest, though, because that place currently belongs to Fallout 2 on my list.
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> I think games have taken a much greater step towards art these past few years than they did in all of their previous history.
> With Portal, Braid, World of Goo and arguably even Team Fortress 2
How do you figure these are works of 'art'?
I'd argue they are more just concise/minimalist ideas that can be implemented by small teams and a tighter budget (TF2 excluded) - Owing a greater debt to games of the 8-bit era - the Sentinel, mercenary, lazer squad etc...
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I've always got it installed, on any of my PCs, because I like to take it for a spin when I feel like it, even today. So glad there wasn't any DRM "limited installs" b*llsh*t in those days.
However, sadly enough, no other RPG has managed to get even close to it. And after 10 years, my patience for a RPG with equally brilliant storytelling is running extraordinarily thin. Come on RPG developers, don't let a 10 year old, "oldskool isometric 2D" game remain so vastly superior to what you're cranking out these days. Time to own up and give us such a gorgeous experience again!
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You're like me and Wasteland (which still works brilliantly on any Windows OS!)
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The clarity of not skimming an article for once will probably lead me to buy this excellent sounding game.
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Reading the article reminded me how I managed to miss all the followers except the githyanki/githzerai (whichever he was), the floating skull and the rogue girl with a tail. Fantastic that there was so much more to find and do, I'll give it that.
And, if I can step into my flameproof suit for a moment...I thought the ending was a bit crap.
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It's funny, because for me it's exactly the opposite - PST is probably my favorite game of all time, but try I've tried a couple of times and could never get into Fallout 2 (or Fallout 1 for that matter), whose beginning seemed very dull to me. Maybe its partly down to which setting appeals to you, but I think it's mainly that these are both games that you have to invest in before you start to see the payback.
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No flames from me. I thought it was sort of poetic, but kind of a vague non-ending, really.
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Great article, by the way, though I agree you could spend a million words on his game and it still wouldn't be enough.
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