PC Games BuzzVerdict

Planescape: Torment

4.5 / 5

1999 · RPG · PC / Steam


Most RPGs open with a hero destined for greatness. Planescape: Torment opens with you waking up on a mortuary slab, covered in scars, with no memory of who you are or how many times you’ve already died. A floating skull cracks jokes at you while you try to piece together an identity from the wreckage of past lives you can’t remember. It sets the tone immediately: this is not a power fantasy, and it is not interested in playing by the usual rules.

Built on the Planescape setting, a corner of D&D lore defined by belief literally reshaping reality, the game takes place mostly in the city of Sigil. Sigil sits at the center of the multiverse, a place where factions wage philosophical wars and doors to other planes hide in ordinary alleyways. Nothing about this world feels like standard fantasy. There are no elves-in-the-forest cliches, no dark lord in a tower. Instead, there’s a city that runs on conviction, populated by characters who’d rather argue about the nature of existence than swing a sword.

What unfolds from there is a story about identity, regret, and the question that sits at the heart of everything: “What can change the nature of a man?” It’s a question the game poses early and never stops circling back to, and how you answer it depends entirely on the kind of character you choose to become.

Where Planescape: Torment Excels

The writing is the reason this game endures. Planescape: Torment contains more text than most novels, and the quality holds up across that enormous volume. Dialogue trees branch and loop in ways that feel purposeful rather than padded. Characters say things that stick with you. Conversations carry real weight because your choices in them actually matter, opening or closing paths through the story based on what you say and how you’ve built your character.

Your companions are where the writing hits hardest. Morte, the wise-cracking floating skull, hides genuine pathos behind his jokes. Dak’kon, a githzerai warrior bound to you by an oath he may regret, carries one of the most layered backstories in RPG history. Fall-from-Grace, a succubus who runs an intellectual salon, upends every expectation the game sets up for her. These aren’t party members who exist to fill combat roles. They’re people with their own reasons for being near you, and those reasons shift depending on who you choose to be.

The stat system feeds directly into the narrative in a way few games have replicated. A character with high Wisdom remembers fragments of past lives. High Intelligence unlocks dialogue options that cut through problems other builds have to fight through. Charisma opens doors through persuasion. This creates genuine replayability, not because the plot changes dramatically, but because your experience of it does. Playing as a brutish fighter and playing as a philosophical sage feel like different games.

Sigil itself deserves credit as one of the most original settings in the genre. Every district feels alien and lived-in at the same time. The factions that control different parts of the city each operate on a distinct philosophical premise, and the game takes those premises seriously enough to build entire questlines around them. It’s a world that rewards curiosity and punishes assumptions.

Planescape: Torment’s Repetition Shortcomings

Combat is the obvious weak point, and the community consensus on this has been consistent for over two decades. Fights play out using a real-time-with-pause system borrowed from the Infinity Engine, but encounters feel poorly balanced and repetitive. Enemy variety is limited, positioning matters less than it should, and most fights boil down to clicking on things until they fall over. For a game this smart about everything else, the combat feels like an obligation the developers fulfilled without enthusiasm.

There’s also a stat trap that new players fall into regularly. The best content in the game, the most interesting dialogue, the most satisfying resolutions, sits behind Wisdom, Intelligence, and Charisma checks. But the game never tells you this. A player who dumps points into Strength and Constitution expecting a traditional RPG experience will miss huge chunks of what makes the game special. It’s a design choice that rewards replays but punishes first-time players who don’t know the system.

The later sections of the game lose some momentum. A few areas drag on longer than they should, with fetch quests and backtracking that feel at odds with the tight storytelling elsewhere. The pacing stumbles in spots where the world-building ambition outran the quest design. These stretches aren’t bad enough to derail the experience, but they’re noticeable against the highs surrounding them.

Visually, the game looked dated even by 1999 standards, and time hasn’t helped. The Enhanced Edition cleaned things up with higher resolution support and quality-of-life improvements, but the pre-rendered backgrounds and small character sprites remain a barrier for players accustomed to modern RPGs. It’s a game you have to meet halfway on presentation.

The Question That Stays With You

“What can change the nature of a man?” gets asked so many times throughout the game that it could feel like a gimmick. It doesn’t, because the game earns it. Every companion, every faction, every major quest circles back to this idea from a different angle. And the answer you give at the end isn’t a multiple-choice test. It’s the sum of everything you’ve done, every conversation you’ve had, every lie you’ve told or truth you’ve uncovered.

This is what elevates Planescape: Torment beyond its mechanical shortcomings. The central question isn’t decorative. It’s structural. The entire game is built to make you think about it, and by the time you reach the ending, your answer carries the weight of dozens of hours of choices. Very few games have attempted this kind of thematic coherence, and even fewer have pulled it off.

Should You Play Planescape: Torment?

If you prioritize narrative above all else in your RPGs, Planescape: Torment belongs at the top of your list. It’s built for players who want to read, think, and engage with a story that treats them like adults. Philosophy enthusiasts, book lovers who game, and anyone who’s ever wished an RPG would shut up about loot and talk about something that matters will find exactly what they’re looking for here.

Skip it if you want satisfying combat, smooth onboarding, or visual polish. This is a game that asks you to tolerate real weaknesses in exchange for strengths that almost nothing else in the genre can match. That’s a trade worth making for the right player, but it is a trade.

The Verdict on Planescape: Torment

Planescape: Torment is one of the finest written RPGs ever made, a game that treats its medium as literature and pulls it off. Its combat drags and its systems can feel opaque, but the writing is so sharp and the world so strange that those problems shrink against everything else. If you want a game that asks hard questions and respects your intelligence enough to let you sit with the answers, this is it. Few RPGs have ever matched its ambition, and fewer still have delivered on it this completely.