Friday, March 28, 2014

Planescape: Torment - The Best RPG of All Time?















"What can change the nature of a man? If there is anything I have learned in my travels across the Planes, it is that many things may change the nature of a man. Whether regret, or love, or revenge or fear - whatever you *believe* can change the nature of a man, can. I've seen belief move cities, make men stave off death, and turn an evil hag's heart half-circle. This entire Fortress has been constructed from belief. Belief damned a woman, whose heart clung to the hope that another loved her when he did not. Once, it made a man seek immortality and achieve it. And it has made a posturing spirit think it is something more than a part of me."
-- The Nameless One

Whenever people talk about role-playing games, Planescape: Torment  inevitably comes into the discussion as an example of how great RPGs used to be. Torment was largely overshadowed by the likes of Baldur's Gate and Fallout at the time of its release and was not much of a commercial success for developer Black Isle Studios, but it developed a cult following over the last 15 years and is now commonly regarded as the greatest RPG of all time. Its reputation has been so tenaciously uttered for so long that I suspect people just take it for granted without actually understanding why, and it's not uncommon to see someone name-drop Torment in online message boards as a way of validating their opinions and credibility. Over time, the shroud of Torment has grown from that of a cult icon to the holy grail of RPGs, taking on a mythological mystique entirely of its own.

It was about six or seven years ago that I played Torment for the first time. As a fan of old-school RPGs, I had to know what I'd been missing all these years, but my time with the game was cut short upon discovering that one of my discs was so badly scratched that my computer couldn't read the files, thus preventing me from progressing past a certain point. I liked what I had seen of the game, though, and have since considered it among the best RPGs I've ever played, even despite never finishing it. With its spiritual sequel Tides of Numenera on the horizon, I thought it was time to take another look at Planescape: Torment, to see what it is about this game that makes people speak its name with such passionate reverence, to figure out why, exactly, Torment is so often heralded as the best RPG of all time. 

Torment is without a doubt a unique and finely-crafted game that absolutely deserves to be near the top of any "best ever" list. It's one of very few games that takes full advantage of video games' interactivity to bolster its storytelling in unique ways that you can't get from books or movies. It's one of very few games that uses the "main character has amnesia" trope in a crucial way that permeates the very essence of the story and gameplay. The nature of the story, the way it's told, and your role in uncovering it (both as the nameless protagonist and as a person playing the game) are unlike anything I've seen in perhaps any other game. The story is Torment's best feature, but there's a lot more than that under the hood that consistently propels it into the discussion of being the best RPG of all time.

Torment takes place in the Dungeons & Dragons campaign setting known as Planescape, a place where different planes of existence intersect with one another, linked together by dimensional portals. It is a world unlike other traditional fantasy settings, filled to brim with its own weird (and often grotesque) idiosyncrasies and few familiar motifs. You play a man known only as The Nameless One, a walking corpse-of-a-man with no memory of himself or his past, whose every inch of flesh is covered in scars and warped tattoos. You wake up on a stone slab in the mortuary of "the city of doors" at the center of the planes, greeted by a floating skull named Morte, who reads a tattoo written on your back that tells you to seek a journal and a man named Pharod. The game begins as you attempt to escape the mortuary and seek out the clues to recover your lost memories.


Torment doesn't waste time gently easing you into its world; it dumps you straight into it. Once you escape from the mortuary you're presented with a fairly large district of the city to explore with dozens of NPCs on every screen. It doesn't give you any overt directions on where to go or what to do -- you're expected to stumble around talking to people to figure things out for yourself. This type of gameplay really helps immerse you in the setting because you have to involve yourself much more in familiarizing yourself with the setting, learning map layouts, remembering where things are, following directions, picking up clues from NPCs, and connecting all of the dots in your brain so that when a character mentions an obscure rumor, you know where to go or what its significance might be. It forces you to really pay attention to what's going on and makes you feel a greater part of the game.

The game does a good job, in this regard, of making you identify with The Nameless One; the directionless beginning and the plethora of places to go and people to talk to is meant to make you feel as lost and confused as TNO since neither of you is familiar with this place, and you come to understand the game's world at a similar rate as TNO recovers his memories.

There's so much to see and do in the starting area of the city that you can easily spend three or four hours talking to people and completing side-quests before even leaving in search of Pharod (although you're free to skip all that and go straight for Pharod if know where to go). It's nice that the game spends so much time in one place establishing its world because you become so intimately familiar with it; this is not an epic adventure that has you journeying across an entire continent, skipping past miles of geography that only exists to spread everything out. You spend most of the game within the walls of Sigil, and when it becomes necessary to venture to another plane, you find the correct portal and teleport directly there. Each gamespace is small enough that you can explore everywhere without feeling overwhelmed, yet each one is packed with enough interactive stuff to keep you busy for long periods of time.

Everything in this world is strange, weird, and unique, and that's a large part of what makes it such a memorable game for people. Planescape is a world where everything seems dipped in strange magic, where even its own inhabitants are often perplexed by the laws of nature and the events that transpire. As unique as this setting is, the best part about it is its presentation. It's all too common for games with a lot of lore and backstory to hide it behind walls of text found in in-game books and expository dialogue; Torment is a strong adherent of the "show, don't tell" philosophy in storytelling. Most of time in Torment you simply observe and soak in the details of the world and make your own deductions about it, experiencing it for yourself, as is usually the case when you visit foreign places in real life.


Necromancy is a common part of life in the planes, with professions dedicated to rounding up corpses to sell to the mortuary so that the Dustmen faction can reanimate the bodies for use as a workforce. Zombies help around the mortuary, serve drinks at the bar, and even serve as bulletin boards with notices physically nailed and carved into their bodies. There's a character who is simply the embodiment of the letter O, a race of characters who speak by projecting glyphs above their heads, and you hear frequent stories of people being whisked away to other planes by accidentally stumbling into a portal. Some of your party members consist of a chaste succubus, a floating skull, an empty suit of armor, a man permanently engulfed in flames, and a crossbow-wielding organic robot. These things are all presented matter-of-factly by the game and its inhabitants, making everything feel natural (and therefore more immersive) even despite its other-worldliness.

Further eschewing typical fantasy tropes and establishing its own unique identity in the realm of RPGs, Torment's story is not about saving the world from a great threat; it's a personal story about a man recovering his lost memories and reclaiming his lost mortality. The Nameless One is immortal, and every time he dies he awakens some time later in the mortuary with no memory of his previous life. He has lived a thousand different lives spanning multiple personalities -- some of them paranoid psychos, others cold, manipulative bastards -- each one attempting (and ultimately failing) to solve the mystery of his identity and reclaim his mortality before dying at the hands of the shadows that pursue him across the planes and across eternity.

The tattoos that cover his body are clues left by previous incarnations to help him remember himself after resurrection; the tattoo on his back is what sets the game in motion searching for his journal and a man named Pharod, but perhaps the most important tattoo is the symbol of torment etched into his left shoulder: "It is that which draws all tormented souls to you. The flesh knows it suffers even when the mind has forgotten." As you play through the game, you learn about all the suffering and anguish The Nameless One has caused for himself and those around him, and depending on how you choose to role-play his current incarnation, the story can be about making amends for his sins and righting past wrongs, or it can be about furthering his original selfish intentions.

There's not a whole lot of driving force behind this story since there's no overt villain or conflict requiring your immediate action/reaction -- you have to feel the intrinsic desire to seek out answers and solve the mystery yourself, taking the initiative upon yourself to progress the story even when it presents no clear momentum -- but it's one of the more interesting and deeply touching stories I've ever seen in a video game. Part of that may be because of the personal drive it takes to complete the game, they way it gets you involved mentally in reaching its conclusion, but it's the type of story that plays out like solving a puzzle.


Throughout the game you end up following the footsteps of your previous incarnations, finding clues and messages left behind to help regain certain memories, or stumbling into traps left by nefarious incarnations that want to put an end to the constant cycle of death and resurrection. At one point you learn that you were trying to build a dream machine in order to uncover dormant dreams, but were never able to complete it; you find sensory stones that allow you to experience such things as "terrible regret" or "longing" felt by another, from their own eyes, mind, and body; and you meet characters (or descendants of characters) with whom you dealt in previous lives, who will either tell you the plain truth or lie about it.

Each of these encounters only reveals part of the picture, and information you discover later will either expand upon or change the nature of what you'd learned previously. The story is a riddle wrapped in a mystery inside of an enigma; every time you peel one layer back, you get answers to your questions, which prompt entirely new questions. The central premise of the game is, in fact, a riddle: what can change the nature of a man?

The entire game is about pain, tragedy, and suffering, and the deep characterization that goes into every single character makes you really empathize with them, so that their anguish really touches you. One character's story is particularly emblematic of the way the game creates intriguing mysteries with tantalizing clues and dramatic revelations, always stringing you along with just enough detail to paint a larger picture, offering a mere glimpse into the torment experienced by your companions before you learn the full nature of your actions.

While you're trying to escape the mortuary, you encounter the ghost of a woman named Deionarra, who claims to know you and addresses you as "my Love." The game doesn't go into much detail at this point, but her words suggest a deep affection that you might have shared with one another in a previous life, which was cut short by tragedy, leaving you to wonder what your relationship with her actually was, and how she died. After some adventuring, you learn that you did not reciprocate her love, and were merely manipulating her for some greater purpose; this lends extra tragedy to the fact that her spirit lingers on after death, still yearning for your affection even after you've died countless deaths and continue to forget her name, and makes you wonder what your ultimate intentions were. After some more adventuring, you learn that you tricked her into loving you specifically so that she might follow you and ultimately die for you.


The whole point of the story is that The Nameless One brings torment to those he meets, everywhere he goes, and the great thing about this story is that it often gets you involved, as a player, in unwittingly perpetrating some of the exact same torments as your past incarnations. At one point I was faced with an NPC who asked me if I truly cared for my companions. I sat back in my chair, surveying my party, and realized that, at least in the case of Dak'kon, I really didn't care about him -- the only reason I brought him along is because I needed a strong fighter at my side to help me get through certain parts of the game. He was but a tool to me, and I was taking advantage of the oath he'd made to serve me after I'd saved his life in a previous incarnation. I was essentially leading him to his death (as I was my other party members) simply to further my own goals of beating the game. 

It was kind of a shocking moment when I realized how much impact I had as a player in perpetrating the torment that follows The Nameless One. Although they didn't seem that way at the time, some of my decisions were just as cold and manipulative as my previous incarnation, the one who had tricked Deionarra into loving him. For as much good as you might try to do in this game, people will still suffer and die around you as a direct result of you playing the game.

The reason the story is so effective, besides the compelling presentation of its intriguing mysteries and emotional payoffs, is because playing the game is much like reading a novel. Whenever you interact with something, whether you're talking to someone, examining messages carved into a wall, or using an item from your inventory, the game provides text descriptions of what your character sees, thinks, and feels. In a way, this is a circumvention of the lower graphical fidelity of older games; it was easier, at the time, to describe a character's actions through vivid descriptions than crude animations, but Torment also showcases the power that raw language can have in storytelling, with its use of imagery and literary devices.

I chose to begin this article with a quote from the game because it's so rare that we encounter video games with as much literary value as is present within Torment. A picture may be worth a thousand words, but sometimes words can move one's heart more strongly than an image. Reading a passage in which my character bites his own finger off, describing the taste of the blood in his mouth, the feeling of tendons and muscles popping off his bones, his skin tearing apart, and the searing pain he feels was much more horrific than if it were shown in a cutscene. I'm pretty desensitized to gore and violence, but the vivid descriptions were enough to make me physically shudder at the thought of biting off my own finger.


A large part of why it's so easy to identify with The Nameless One (and why he's regarded as such a great character) is because the text narration allows you to peer deeper inside his mind. With other video game protagonists, you're often stuck observing them from the outside -- in Torment, you get to experience all of TNO's thoughts, feelings, and perceptions, providing much more insight into the character than you usually get in video games.

It doesn't stop with the protagonist, though -- Deionarra's story is one of the most poignantly tragic romances I've ever seen in a video game, and it's made even more touching because of one sequence when you to get witness one of your character's manipulative deceptions from her own eyes, via a sensory stone. You get to feel the forlorn despair of her unrequited love, her passion and desire to be loved, her eager willingness to buy into your deceitful lies and bent truths; you also know what your former self is thinking, all-the-while your present self feels the anguish of being unable to warn Deionarra of your treachery, your inability to alter the events of the past. It's a rare bit of omniscience that lets you see into the minds of three characters simultaneously, and I can't imagine that being possible through any other medium than text narration.

Torment has the interactivity of a video game, but balances the use of graphical imagery to (quite literally) paint its world for you while also requiring you to use your imagination to fill in some of the gaps. The game's visuals are quite stimulating (particularly for the time it was released, though even by today's standards the graphics are certainly no eyesore) in terms of depicting all of this world's weird, grotesque idiosyncrasies, but the use of text descriptions takes things one step further by getting you more mentally involved in perceiving and realizing its world. It kind of feels like a text adventure game or a choose-your-own-adventure novel dressed up in the skin of a modern video game, offering the most satisfying elements of both worlds.

At the same time, that means there's an awful lot of reading involved -- the script contains some 800,000 words and remains to this day the second-longest script ever written for a video game (excluding visual novels, Torment is second only to Baldur's Gate 2, according to sources). At one point, after becoming a mage, I spent something like 20 minutes straight just reading tomes that tell the history of a race known as the githzerai, just so I could recount the implied lessons from the stories (a task that requires you to pick the correct dialogue choices) and learn some spells. It's entirely understandable that people might not want to spend so much time reading in a video game, and indeed it can be a bit of a bog in areas that somehow manage to be completely devoid of music, but it's absolutely worth it.


As a role-playing game, Torment offers an awful lot of choice to players. When you find a limited quest item, do you give it to the NPC who will give +250 experience and a permanent +1 boost to your health, or do you give it to the NPC who will give you +500 experience and a disguise that you can use to help you escape the mortuary? When trying to escape from the mortuary, you can take the disguise, talk your way out (using various possible dialogue options), fight your way out, or sneak your way out by finding a key to unlock a portal. When given a quest to get rid of another NPC, you can kill him and return to collect your reward, or you can talk him into leaving, or you can lie and say you dealt with him.

These examples are quite obviously defined to the player as possible role-playing options, but there are bunch of more subtle ones as well. Later in the game, for example, you learn that there was more to the message on your back than what Morte read to you: a single line that says "don't trust the skull." As you wonder what the meaning of that extra line is supposed to be, do you choose to confront him about it directly, or do you keep quiet and keep a closer eye on him? When you learn of how Deionarra died, do you go out of your way to tell her father? Even then, do you tell him the honest truth, or do you give him a more comforting lie?

Other choices present themselves in the form of factions that you can join. The factions each represent a different philosophical or political worldview while offering their own unique services and abilities to the player, and whichever you choose to join (if any) will depend on a combination of how you perceive their in-game representations as well as your own experiences in the real world. The Dustmen, for instance, believe in the "true death" and advocate against worldly passions in order that one's spirit might not linger after death and pass on to oblivion; the Godsmen believe that everything in life is a test, and that with enough patience and virtue, anyone can ascend to become a god in the next life; the Sensates believe that the universe doesn't exist beyond that which can be sensed, and its members seek to learn truth by experiencing as much of the universe as possible; the Chaosmen believe that the universe is pure chaos; and the Anarchists believe that all factions are corrupt and seek to dismantle the structure of factions.

I chose to join the Dustmen because they were the first faction available to me and I wanted access to their benefits, but I didn't believe in their philosophy and lied about my convictions to its leader when taking the admissions test. Later, when I encountered the Sensates, a faction whose worldview I was more keen to support, I left the Dustmen and joined them. You can join and subsequently leave any faction you want; each one will provide its own string of quests and gameplay benefits, but they're primarily there to serve as role-playing options while fleshing out the lore of this game's world in a way that lets you feel much more involved in it, which is always a good thing.


The amount of choice available to you is no more apparent than in the dialogue system, and Torment features one of the most robust dialogue systems in any game I've ever seen. Even in situations where your dialogue options don't really matter, in terms of effecting a desired result, you're usually presented with five or six different options to convey an entire range of emotions. Sometimes you have multiple instances within the same set of response options to express a single emotion, be it compassion, sympathy, frustration, or impatience. The response options tend to cover the entire spectrum of the good/evil, lawful/chaotic alignment system from AD&D. It's not uncommon to see two or three response options with the exact same words marked with "truth," "bluff," or "lie" in front them, allowing you not only to designate your choice of words, but also to designate your intentions.

Your alignment starts at "true neutral" and shifts depending on your actions; obviously, your alignment plays a crucial role when dealing with certain NPCs, and certain party members will actually leave your party or attack you outright if your alignment drifts away from their liking. Certain weapons and items are also only available to certain alignments. What's most interesting is that each of the planes you visit has its own alignment tendencies, which yields different bonuses or penalties on your party depending on how your alignment matches or clashes with the plane's alignment. I, for instance, ended up being a predominantly "neutral good" character, and when I went to a "chaotic evil" plane I found that my buff spells were actually having the opposite effect, and had to change my game up to reflect that.

Most of Torment's quests are all basically "errand boy fetch quests" that simply task you with retrieving an item or talking to an NPC across town and returning, but even the most banal of fetch quests in this game have some kind of worthwhile payoff. In becoming a mage, for example, you have to run to the market to buy some seeds, only to discover that those seeds have become extinct; you're then sent to another NPC who shows you how to will things into existence. You return with the seeds, now grown into small branches, only to be told to return to the market to pick up some clothes from a launderer. When you get there, you learn that the clothes have been routinely washed and starched for so many years (because the witch never went back to pick them up) and have become utterly useless as clothes. The witch then sends you back to the market to buy ink, only to find that you need a rare fish from a blind NPC to produce some ink for you.

As you're going through these quests, they feel like the most shallow, simple, tedious fetch quests of all time, but then you finish the quest line and learn that they were meant to teach you some lessons. The first was about the power that belief holds within the planes; the second was about the futility of routine rituals without understanding their purpose; and the third was about seeing things from another's perspective. Afterwards, the seed branches you brought back become a frame, the clothes you brought back become parchment, and the ink becomes, well, ink, all used in creating your first spellbook. The tedious nature of these quests is also meant to test your resolve and determination to become a mage, as well as to test if your character is intelligent enough to see the lessons intended in the tasks.


Most quests are entirely optional, but many of them have strong contributions to the main story; very few feel like they were designed simply to pad the game's length with extra content. There are a couple dozen different quests and events, in particular, that you can trigger as optional content, which reveal new things about your character as well as your companions, both past and present. There's no impetus from the game to do so, which makes every discovery feel genuine and rewarding. This is a game whose design feels brilliantly realized and cohesive, where every little thing has some kind of significant impact on the story, where everything seems designed specifically to relate to and compliment something else.

It's actually surprising how much crucial, hidden stuff there is in this game that you can absolutely miss if you aren't thorough in your exploration or don't think to try a certain action. At one point you can gain a skill that lets you communicate with the dead, a skill which is possible to miss, but even once you have the skill you have to remember to go back to certain locations to use the skill on zombies and corpses you might have already passed. In one instance you speak with a character who talks in a foreign language; if your intelligence is high enough, you can learn to translate what he's saying to you, otherwise you can ask some of your party members to translate. It turns out you gain new insights into at least one of your companion's history if you have them translate for you, which I never thought to do because I could already understand what the NPC was saying. 

It's the sort of game that requires your own input in connecting the dots to get the most out of it, because it won't spoon-feed everything directly to you. It's so refreshing, to me, playing a game that respects me enough to let me make my own decisions, to discover and figure things out for myself, even if I might miss out on certain things, because that makes each discovery more rewarding. It also makes the experience feel much more personal; rather than everyone who plays the game experiencing the exact same thing, it's possible for different players to see and experience totally different things depending on the way they play, making your own playthrough feel totally unique because of the decisions you make. 

The actual structure of most quests might not be much more complex than those involved in becoming a mage, but they usually offer a wide variety of role-playing options with multiple possible solutions, which makes them consistently satisfying to solve. More than anything, though, the content of these quests tends to be genuinely interesting: killing yourself to convince someone else not to commit suicide, helping a pregnant wall give birth, being duped into handling a cursed box, settling a dispute between a city of undead and a faction of psychic wererats, retrieving an article of women's clothing from a sentient armoire, and so on. It says a lot about the game that one of the most interesting locations is a brothel where the prostitutes can only be hired to engage in verbal intercourse.


Dialogue plays a crucial role in the gameplay, and your stats have a significant impact on the gameplay. Having a high wisdom allows you to recover your memories faster; a high intelligence gives you more dialogue options; and having a high charisma will allow certain dialogue options to be successful where they might fail with a lower charisma. With a high intelligence, you can disenchant runes from a skeleton warrior and destroy it without actually having to fight it. It's quite telling how much this game values its dialogue and character interaction when you consider that, even though it has a fully-fledged combat system, you can get through 90% of the game (or more) without ever having to fight anyone. It's often more rewarding, in fact, to solve quests through dialogue than to resort to violence.

In my view, RPGs are primarily supposed to emphasize exploration, quests, character interaction, and role-playing, and combat should merely be a byproduct of these main criteria. Role-playing games have seen a relative decline in the past decade as games begin to value combat and action more than anything else; Torment is quite an impressive game in this regard, since it offers an interesting world to explore, fun and engaging quests to solve, great characters with whom to interact, and a high level of meaningful choices to make, all in a game that allows you to pursue its combat if you so desire, but which doesn't place a burdensome amount of focus on it.

Unfortunately, the combat in Torment just isn't very good. It's competent, sure, but it lacks the kind of strategic depth that one might find in, say, Fallout or Baldur's Gate. Whereas Fallout allows you to target specific body parts to yield different effects in addition to merely dealing damage, in a system where every movement and attack uses action points that you have to carefully distribute between turns, and where your positioning is vital to your accuracy and defense, Torment basically just has you select all of your party members and click on an enemy to initiate an auto-attack sequence and then watch as everyone trades blows until the fight is over.

More often, combat means watching your party members and enemies whiff at each other while failing their accuracy rolls over and over again, and watching as the poor pathfinding causes your party members to bump into each other and bumble around like imbeciles, unable to join the fight because they're too stupid to go around the wall of characters in front of them. Playing as a mage is the better option, since at least then it requires you to cue up spells manually, and the limits on spellcasting (you get a limited number to use each time you rest) means that you have to use a little discretion in terms of when to use your spells, to make sure they last until the next time you have the opportunity to rest.


The poor combat can be excused because it's so rare that you see a game of this nature that will let you play a pure diplomat instead of being forced into the role of a warrior, and that diplomatic playstyle is so fun and satisfying anyway that, quite simply, you won't be seeing a lot of combat anyway. In the few sections when you do have to fight, though, it can be kind of a drag either running away from everything or tediously slogging your way through everything.

It's kind of a shame, because for all the potential Torment has in its role-playing options, there is essentially one universal "best" way to play the game. Wisdom, intelligence, and charisma are the most important stats in the game, in that order, because of how much more value the game places on dialogue and character interaction than combat, and since the mage class benefits from high intelligence and wisdom (and is generally a more engaging combat class to play), there's hardly any reason to play as a thief or a fighter. As good as Torment's role-playing options are, I can't help but think the game would be even better if combat were a more viable and desirable approach, because the choice of playing as a diplomatic mage isn't really a matter of choice or role-playing -- it's picking the one and only playstyle that will get you the most out of the game.

If you replay the game as a pure fighter, you'll get less experience, miss out on a lot of game content, and have less satisfying solutions to quests. There's basically no penalty for completely ignoring combat-related stats, especially since you can easily recruit party members to do the heavy lifting when it comes to combat, but you'll be penalized greatly for ignoring wisdom and intelligence. The lack of balance in this regard makes it feel like the game is meant to be played a certain way, and deviating from the game's intended path doesn't necessarily reward you, which seems kind of counter-intuitive for an RPG.

Some might argue that the lack of character creation -- getting to choose your race, gender, starting class, and background -- is a knock against Torment as an RPG, but having a finely realized protagonist (who still serves as a blank slate for role-players) allows the game to tell a much deeper and more personal story. It also gets you right into the gameplay without having to make too many uninformed decisions you'll quickly regret.


I actually found it much easier to get into the role of The Nameless One, as compared to other characters I'd created from scratch in other games. In most RPGs with character creation, your avatar often ends up feeling like a mere vessel to facilitate gameplay, with no displays of emotion or personality, and therefore not feeling like real, actual characters. Some games let you create your own avatar while still giving it an in-game persona, but I often feel a disconnect between myself and my character when these games necessarily take control away from you in order to portray those characters in their own way. In Torment, TNO is the entire focal point of the story -- you control him, but he is not you -- and yet there's still a ton of freedom in terms of how you want to role-play his current iteration, letting you shape the protagonist in the way you want him to be while still allowing him an on-screen persona that is able to display emotion independent of the player's actions. He feels more like a real person, and that makes it much easier to assume his perspective.

Musically, composer Mark Morgan is at his best with Torment. Most fantasy soundtracks opt to use symphonic orchestrations to set the tone of their games, with the classical instruments being the type that might be found in a typical fantasy setting. In light of Torment's bizarre, other-worldly nature, Morgan uses a variety of unconventional instruments, occasional synthetic sounds, and blends of musical styles like smoky jazz and middle-eastern music to create a musical style that is distinctly Torment, unique to this game, perfectly setting the tone for each area you encounter in the game. 

Deionarra's theme is quite simply one of the best pieces of music I've ever heard in a video game; it perfectly encapsulates the emotion of her unrequited love and the ethereal quality of her spirit clinging to life even after death. The mortuary music is genuinely haunting, a fine compliment for the imagery of dissected corpses lying on stone slabs and zombies shambling around. The music for the smoldering corpse bar, found in the slums district of Sigil, has an appropriately grimy, earthy sound in its wailing melody and rhythmic hand drums. Nordom's theme, the robot party member, has the kind of synthetic vibe you'd expect from a robot. Perhaps my favorite track, the alternate theme for the smoldering corpse bar, didn't even make it into the game. 


Besides the game's poor combat and its relative lack of balance, the only criticisms I can issue are minor nitpicks. I like the floating descriptive text you can get for examining things in the environment, but wish there were more of it. Looting corpses is kind of a hassle because you have to hunt for the one pixel that will highlight the pile of loot, and it's really annoying that your party members drop everything in their inventory when they're defeated in combat, requiring you to pick up and reequip everything after resurrecting them. The game uses an isometric camera angle, and sometimes places doors on the side of buildings opposite from the camera so that you can't actually see them, which requires you to hunt and guess as to where an interactive hotspot might be. Pathfinding is sometimes broken and requires too much micromanagement to navigate characters through a tight space, and the hotwheel you have to use by right-clicking to cue up spells or to talk to party members is a little obtuse. I also ran into frequent crashes. 

There are some really good reasons why Planescape: Torment is so often considered the greatest RPG ever. It has all of the great role-playing options and meaningful choices that you would expect from an RPG, complete with one of the most fascinating stories ever told in a game, along with interesting characters, a great setting, great literary value, vivid descriptions, nuanced gameplay mechanics, and engaging dialogue. This is a unique game, the likes of which we don't see very often, plain and simple. But is it truly the best RPG of all time?

It's a tough call for me to make. Torment almost leans more towards feeling like an adventure game than a role-playing game, and its weak combat and poor balancing of role-playing styles tells me that it's ultimately not as good as Fallout or Fallout 2. While the Fallout games don't have as good of a story or quite the quality of dialogue options as Torment has, I think they're more rounded games that offer a more complete experience for someone seeking a good RPG. Torment is such a good game, though, that it absolutely deserves to be near the top of any "best ever" list, RPG or not. Consider this a strong recommendation to play the game.

Wednesday, March 12, 2014

Great Games You Never Played: Alpha Protocol














"Fine, obscure gems." Part of a periodical series: Great Games You Never Played

Formed from refugees of Black Isle Studios -- the development team responsible for some of the best RPGs in the golden era of RPGs -- Obsidian Entertainment has been making games for over a decade now. For the longest time they held the earned and much-deserved reputation of being "that game company that makes buggy sequels to other people's games," after releasing Knights of the Old Republic II: The Sith Lords (a followup to BioWare's original Knights of the Old Republic) and Neverwinter Nights 2 (a followup to BioWare's original Neverwinter Nights). That reputation continued with Fallout: New Vegas (a followup to Bethesda's Fallout 3) and Dungeon Siege III (a followup to Gas Powered Games' Dungeon Siege I & II).

In each case, the games were maligned by critics and gamers alike for being buggy, unpolished, and in the case of KOTOR2, even unfinished, yet keen observers were able to look past those shortcomings to find games with a deeply rich soul and personality. In the case of KOTOR2 and FO:NV, the only two Obsidian games I've played, I actually preferred their versions of the game to their predecessors', since Obsidian's games showed a much deeper complexity and understanding in terms of RPG mechanics. I was easily willing to overlook the technical flaws in favor of their inspired and ambitious design. It's natural to say, therefore, that I hold a lot of respect for Obsidian and consider them one of the best designers of modern RPGs.

Alpha Protocol, released in 2010, was Obsidian's first attempt at creating an original IP, their first chance to establish themselves as a company that could do something worthwhile with an original formula instead of simply building upon other people's success (and, in the opinion of some gamers, ruining it with bugs). With this great opportunity before them, Obsidian failed big time and Alpha Protocol was gashed by critics. Besides the usual complaints of crashes, glitches, and it feeling generally unpolished, the game was criticized for its tedious and repetitive stealth-action sequences, its poor enemy AI, and its inconsistent game balancing.

Buried within this mess of a game is the soul of a good RPG, where your skills and stats determine your efficacy in encounters and where your decisions can lead to vast alterations in the course of the plot, complete with interesting characters and settings as well as one of the better dialogue systems in existence. It's clear that Obsidian know what they're doing when it comes to implementing compelling RPG mechanics in games, but it's also clear that the team had no prior experience with stealth-action gameplay. In most ways, Alpha Protocol deserves its bad reputation, but there's also enough here to enjoy if you're a fan of RPGs and want to experience one of the more unique RPGs we've seen in the past few years.

In this game's world, "Alpha Protocol" is the name of a top secret organization of spies and intelligence analysts employed by the United States government for the sake of carrying out covert operations with plausible deniability by top government officials. If an agent's identity as a US operative is discovered while working in the field, he is declared rogue by the agency, which then shuts itself down and begins anew under a fresh identity. You play as Michael Thorton, a new recruit to Alpha Protocol, just after a passenger airplane is downed by missiles over American air space. On your first mission, you're sent to Saudi Arabia to investigate a terrorist organization known as Al-Samad and eliminate its leader, believed to be behind the missile attack.

Alpha Protocol, the bearded man simulator.

While having a set face, voice, and general personality, you're free to customize some of Thorton's appearance -- his hairstyle, facial hair, eye wear, and head wear. This is an interesting concept, since it allows the developer to tell a story around a finely-realized protagonist while still allowing players to create their own custom version of the main character. Throughout the game, you're also able to choose how Thorton responds to and handles various situations, most prominently in dialogue sequences, using what Obsidian have coined "the three J.B.'s of spy fiction" as a general template: James Bond for playful suaveness, Jason Bourne for calm professionalism, and Jack Bauer for no-nonsense aggression.

These three options typically show up in dialogue as "suave," "aggressive," and "professional," with occasionally a fourth special option. While in conversation, you're given a limited amount of time (usually just a few quick seconds) to choose a response based on different assortments of adjectives and verbs that correspond to the three main JB-inspired nodes, a system that encourages quick thinking and which makes you live with whatever consequences present themselves as a result of your choices.

Alpha Protocol employs a social reputation system that has all of the game's characters liking or disliking you based on your actions in the gameplay and how you talk to them in conversation. Some characters may like it when you're professional and to-the-point, while others may prefer a more casual attitude. Some characters may only respond to brute force and threats, and may not give you what you want if you're too "soft" on them. Do something a character likes or dislikes and your reputation with them will likewise increase or decrease; your reputation with a character determines how they'll respond to you, what kind of statistical perks you receive by being on good terms with them, and how helpful they'll be. In some cases, it's even beneficial to have low reputation with someone.

The dialogue wheel, meeting Madison for the first time.

Meaningful choices are frequent in this game, and they come complete with desirable or undesirable consequences. There's the whole reputation system, where your reputation with an NPC will grant you access to special bonuses or new content or possibly make things tougher for you, but you also make tons of important decisions in terms of how you approach mission objectives. When you have an objective to stop an important character, do you execute him, thus making his faction hostile but eliminating the potential for a bigger threat? Do you put him under arrest and hope to gain valuable intelligence from him during interrogation? Or do you agree to let him go and negotiate an agreement with him and his faction? Whatever approach you take, it will have an impact later in the game.

You also have a few options in terms of how you want to build your character, which will affect your playstyle in missions. You gain experience for completing objectives and defeating/evading enemies, which grant you 10 ability points every time you level up. You can use these AP to improve your skills in stealth and hand-to-hand combat, to enhance your weapon skills with pistols, assault rifles, shotguns, and sub-machine guns, or to boost your infiltration abilities and your proficiency with technical gadgets. Combined with the different types of weapons, armor, equipment mods, and gadgets, you can build Thorton to be a quiet assassin, a rambunctious commando, or a tech-savvy engineer.

As is typical in good RPGs, specialization is important. If you put a lot of points into the sabotage skill, you'll be able to pick locks, hack computers, and manipulate security to your advantage, which can earn you extra cash and bonus intelligence, but higher level hacks will be all but impossible to you if you don't. If you put a lot of points into stealth, you'll have an easy time dispatching enemies quietly without conflict but will have a harder time dealing with enemies when you're faced with a firefight. If you avoid the toughness skill and put your points into weapon skills, you'll be able to kill more efficiently but be easier to kill yourself. Ability Points are extremely limited, which means you can really only max two or three possible skills out of nine, which requires you to spend your AP intelligently and allows for greater replay value.

Responding to emails.

Gameplay is mission-based, with Thorton based out of various hubs before and after each mission. In his safe house he gets the opportunity to watch the local news, which changes to reflect some of his actions in the plot, check his email and correspond with informants, purchase gear and intelligence from the market, change his appearance, and change his equipment loadouts. A large part of the game's appeal stems from its emphasis on preparing for missions -- before each mission you usually have options to meet with informants to gain their aid or learn valuable information, and you can buy intelligence reports from the black market that will add bonus objectives, add extra item caches, give you a map of the location's layout, reduce security, or unlock dossier information on important characters, among various other things.

All of this costs money, which is found in missions and earned from selling items and intelligence on the black market. When you find incriminating evidence on someone or something, you can sell it on the black market, use it to blackmail the source, or send it to a journalist for positive reputation and a small finder's fee. Depending on your reputation with various informants and suppliers, you can get discounts on gear and information and unlock extra things for purchase. Buying all of the available intelligence will make missions easier, but that will reduce your funds to spend on things like weapon upgrades and armor, so it's a fun balance trying to take advantage of both and use your money wisely.

It's important how you choose to prepare for each mission, but it's equally important what order you choose to do them. Once you've completed the opening missions in Saudi Arabia, you get the choice of going to Moscow, Rome, or Taipei. If you go to Moscow first, you can meet an NPC who will be able to help you in combat for later missions in Rome and Taipei; if you go to Taipei first, you can gain an ally who will make a boss fight in Moscow easier; if you go to Rome first, your interactions with an NPC will influence another NPC you meet in Moscow; and so on. Even picking what order to do missions within each location affects the outcome of subsequent missions and your reputation; visit one informant before another and he'll appreciate it, offering you a discount on intelligence; visit an informant before mounting an assault on a gang leader's mansion and he'll be warned in advance.

Some of my perks.

Basically everything you do in this game has some kind of effect, often represented in the form perks. Perks reward you for completing certain actions in the game; become trusted friends with a mission handler and you'll get a boost to your endurance; eliminate 50 enemies with silent take-downs and you'll emit 20% less sound when sneaking; talk your way out of situations and you'll get a bonus to an active skill. During one mission you're sent to stake-out a party, spying on attendees from a distance with a sniper rifle; if you peacefully identify everyone at the party, you'll get a 5% discount on all intelligence sources, but if you decide to kill everyone you'll get a 20% discount on ammunition. The game rewards you for your actions and can even compel you to try different things in hopes of getting new perks.

There is, therefore, an awful lot of replay value to be had with this game. You can pick different skills in which to specialize, try visiting the locations in different orders and see how things change in the story, do missions in different orders, use different weapons and gadgets, play a completely different style, talk to NPCs differently, let some characters live that you might have killed or save characters that you let die, and so on. With so much variety in things you can do differently, it's a sure sign that the game values and emphasizes your choices, offering a different gameplay experience each time. Even the final boss can change depending on your actions.

The story is a little hit or miss; how much it engages you will depend on how deeply you get into the conspiracy theory premise. It was a little difficult for me to follow what was going on in the grand scheme of things because it always feels like you're just chasing after information and meeting with conspirators, rarely actually doing anything. The game is so apt to weave its web of conspiracies that it can feel needlessly convoluted, and it's not always satisfying to complete an entire mission arc in one location because you don't always have a firm grasp of what's actually going on or what's actually at stake. In the end, the story just amounts to the cliche of a private military company trying to spark a cold war to profit off weapons sales, which you kind of learn early on, and then the rest of the game is relatively mundane tasks gathering proof of this and, eventually, stopping the bad guy.

The interrogation with Leland.

The one nice twist on the story is that it's told in a flashback framework, as Thorton faces interrogation from a man in a suit. The game begins in the interrogation room, an event that happens chronologically towards the end of the game, with Thorton and the Suit discussing past events that led to their current situation. The game flashes back to earlier in the story as Thorton goes about completing his missions, then flashes forward periodically for Thorton and the Suit to reflect on why he made the choices he made, while foreshadowing other elements that you haven't yet seen as part of the flashback chronology. It's an interesting system that keeps tying everything together, and it's particularly good that the framework calls attention to your actions.

But for all the praise I can give Alpha Protocol, the sad fact remains that its gameplay isn't very good. First impressions are everything in virtually any media, but they're especially important in video games since they often require much more time commitment.  If the first hour or two of your game is crap, players won't be likely to stick around to see the ending. Alpha Protocol's beginning is long, boring, and clunky, filled with long exposition and tutorials that take forever to get you into the meat of things, before dumping you into boring starter missions in drab environments, where all of your skills start at zero making you totally ineffective at everything until you've spent enough time gaining experience to level up. It also reveals most of its more glaring superficial issues right from the start.

The first thing I noticed once I started the game was the incredibly narrow console-style field of view that zooms in so close to your character's back and gives you no peripheral vision whatsoever. I went into the ini file to change the FOV to something more desirable, but then discovered that doing so breaks numerous aspects of the game. With the wider FOV, you can no longer use the zoom function on sniper rifles, menus become obscured by objects in the foreground/background, and you can't see your character preview in the appearance customization window. It also breaks the staging of cutscenes by pulling the camera out and showing you things Obsidian meant to hide off-camera, like characters walking "off-screen" and then freezing in place, or characters walking "into the frame" and clipping right through a couch, or a character typing on an invisible keyboard since you weren't supposed to be able to see his hands in the frame.

Or characters sitting on non-existent chairs.

Then you've got things like Thorton's crouched movement animation that looks like he's made a fecal deposit in his pants, and the fact that there are no transitional animation frames when changing diagonal directions, causing Thorton to suddenly pop in and out of different orientations. Some guards' walking animations are much faster than their actual movement speed, making it look like they're walking on treadmills. It's really easy for Thorton to get caught on invisible collision meshes in the terrain, and movement controls sometimes become unresponsive for a brief moment after coming out of a menu. Two-thirds of the infiltration mini-games, meanwhile, were designed specifically around controller-exclusive features, which the mouse and keyboard come nowhere near close to replicating.

Lockpicking, for instance, was designed around pressure-sensitive triggers; each lock has a number of tumblers, and you have to press/depress the trigger to find the "sweet spot" before locking it in place with another button press. On the PC, you simply drag the tumbler into position, which is incredibly easy. In computer hacking, you have drag-and-drop two static alpha-numeric codes into a field of fluctuating alpha-numerical units, using the joysticks to move each one. The WASD keys are assigned to the left code and the mouse is assigned to the right code, but the right code always seems to lag behind the mouse movements and move unpredictably, which leads to way too many accidental errors. The mouse cursor, meanwhile, remains on screen while you move the codes around, which can lead to accidentally clicking the "abort" button and triggering every security system.

In true RPG fashion, your stats are largely what determine your efficacy in things like hacking, stealth, and combat -- starting out at level zero with no skill points means you'll be woefully inefficient at everything you do. Trying to stealth past guards is almost impossible in the beginning because you make so much noise that they inevitably hear you and turn as you approach them, and trying to take them out after alerting them is a major hassle since your accuracy and recoil with weapons are so bad. This makes the first couple of levels especially frustrating because you can't do simple things you're accustomed to doing in any other stealth game or third-person shooter, which makes everything feel horribly clunky and unsatisfying until you've played long enough to have leveled your skills sufficiently.

Stealthing up the ruins.

As important as it is for an RPG to value your statistical prowess, Obsidian chose to implement these stats in an action and skill-based system, which in this case doesn't properly balance the two ends of the spectrum. Alpha Protocol feels a lot like Deus Ex: Human Revolution, except with much better RPG mechanics and much worse action-stealth elements. Ordinarily that would be fine for an RPG, but the action-stealth is where the bulk of the actual gameplay in AP takes place.

Stealth gameplay is frustratingly inconsistent and lacks the kind of features and sophistication that anyone accustomed to stealth games would find standard and essential. Stealth utilizes both sound and line-of-sight for detection, but doesn't take any advantage of lighting. The game employs a "hard lock" stealth system that lets you glue yourself to a cover source, but this is actually worse than the "soft" cover system of simply crouching behind boxes -- you can still be detected while hard-locked onto cover, you can't shoot from a hard-locked cover position and remain hidden, and your movement gets restricted to one dimension. It's generally better not to use the game's intended cover system, which kind of defeats the purpose.

Any satisfaction that comes from stealth is further hindered by the game's lack of free-form movement. In classic stealth games, a lot of the satisfaction comes from exploring different paths and finding creative ways to approach a situation; in AP, your options are limited to blatantly obvious context-sensitive hotspots. If there's a two-foot wall of sandbags set up around a turret, you'll be forced to walk all the way around the sandbags through security cameras and other patrolling guards, rather than just hopping over the sandbags and approaching the turret guard from behind, because you lack any ability to jump or climb outside of preset hotspots. You're also typically funneled down a series of small rooms and hallways with only one entrance or exit; everything is plainly laid out before you and you have no choice but to follow the one or two possible paths through the room.

Press space to watch pre-rendered jump animation.

Enemy AI is just as inconsistent as the cover system. Some enemies remain completely stationary staring at walls while others seem programmed specifically to turn and face away from a wall the moment you move out from cover. Dead or unconscious bodies will sometimes disappear from existence before another patrolling guard has a chance to see it, other times they'll remain there and enemies will be put on high alert. Sometimes guards don't even notice or react to bodies lying on the ground. Some guards react to their buddies being silently sniped right next to them while others don't. All of this is to say that there's very little predictability in stealth, where success feels based more on random luck than your character's stats or your own personal skill.

The effect is that stealth usually devolves into an all-out gunfight -- all it takes is for one enemy to catch a casual glimpse of your elbow poking out from behind cover for them to send everyone into full alert. The fun of playing stealth games is supposed to stem from the fear of getting caught, the tension that comes from close encounters, and having to think fast and improvise when things don't go according to plan; in Alpha Protocol, it never feels like there's any actual tension since guards are either moronically oblivious to your presence or impossibly aware of your exact location. It's not so much a fear of getting caught as it is a fear of the game turning into a boring, tedious shooter.

Blind firing an assault rifle from behind cover.

This was, in fact, one of the most frustrating games I've ever played in my life. I chose to play on hard mode, you see, because typically in stealth games and RPGs, harder difficulties force you to make your decisions count much more and require you to play the game more intelligently, rather than simply making it more dexterously challenging like typical FPS games. As it turns out, hard mode in this game just makes it a tedious, frustrating chore, wherein it takes multiple body-shots from your fully-upgraded pistol to kill a single unarmored enemy while they can all kill you in just one shot.

I chose to play the game as a sneaky spy, relying on stealth take-downs to eliminate enemies and infiltrating every computer and picking every lock I could find, which works decently enough when dealing with unaware patrolling guards, but becomes utterly problematic whenever the game forces a major boss fight on you. As a character who wasn't built around dealing fast amounts of damage or sustaining any sort of damage at all, I found myself getting destroyed almost any time the game dropped me into a major fight where stealth was not an option.

At the end of one mission, you're tasked with defending an NPC (who has apparently no capacity for self-preservation) against a dozen or more highly armed, aggressive enemies. This NPC is so inept and dies so quickly that you don't have time to slink across the courtyard waiting for opportunities to sneak up on enemies, or even to sit there "charging" critical attacks with your weapons (basically necessary to fire with any sort of accuracy); the only way to get past this objective is to kill the enemies as quickly as possible, a task for which I was utterly unprepared. After spending 20 minutes carefully working my way through the mission, I got stuck spending another 20 minutes repeatedly attempting this one objective before concluding I stood no chance. I then had to exit the mission and pay to have a sniper rifle dropped for that specific encounter, and then work my way through the entire level all over again.