Planescape: Torment (Video Game) - TV Tropes
For me the endings were a bit of a let down. In most of them he goes to baator. In one he got some strange armor and started talking like his. This game suffered from the Mass Effect 3 syndrome: at the end of the game If anything, I really hate the usual bog standard "bad guy falls into the lava same, in relation to the broader story that the game is telling, as Planescape. . The First's and the Changing God's relationship isn't explored in depth. In the role-playing game (RPG) Planescape: Torment, one's relationship to zombies zombies at the end, Planescape: Torment does not make saving the zombies one of those who make or control zombies are somehow “wrong” remains.
I ended up confronting The Specter, told him he was just a copy of the real Changing God, who was already dead, and finally went through the big doors which were shown at the start of the game I had assumed at the beginning of the game that I would be back here, since they did the same exact thing in PS: T with the portal to the fortress being in the initial room of the mortuary and confronted The Sorrow itself.
Here comes another disappointment: It spoke, and it gave no answers! WHY did it have to speak and spew rubbish which isn't ever explained?
Why did my choices all end up feeling the same in the epilogue, with fluff text only changing due to my alignment?
I wanted answers on The Sorrow, I wanted an interesting villain In the end I let the Changing God's daughter take over my body. This wasn't the end of it, though There is not even a cinematic about what happens in the end, or well-drawn images detailing events! Just a couple of still, low-resolution images with five lines of text and that's it. T had a cinematic at the end as well which to this day still gives me goosebumps when watching it!
What she "failed" to mention to them was that said devil is immune to non-magical weapons, so she's sending them to a death trap. If you convince the leader that she deliberately held that information back, the deal is off. And I Must Scream: When the gate spell failed the one a previous Incarnation forced him to usehis body became a living portal to the Plane of Fire.
When this happened, a large portion of Sigil was burned down. Several wizards pooled their talents to contain him. You find him trapped, unable to speak and in terrible agony until you can free him. Oh, and he is the local bar's main attraction, so people come from all over just to see him. You can only have six members of your party.
There is no in-game explanation for why this is so. If you wish to recruit someone else, you will have to leave one of the people you brought with you behind. Infamously, the two secret characters are both in very inconvenient spots, and veteran players will either use a mod to remedy this or plan around it. The Rule of Threea staple of the Planescape setting.
Used subtly for the most part, however. An early discussion about this makes the point that the rule is self-reinforcing for cosmological reasons and that obsessing about it just means seeing it where it's not relevant, real or not.
The game features only a dozen suits and each of them can only be worn by a specific character. Morte, Nordom and Ignus can't wear any armor at all. Dak'kon and Vailhor wears real armor leather for the first, steel for the second but they can't change and their armor doesn't give them any specific bonus.
When The Nameless One once asked Ravel the Arc Words question, it drove her insane well, moreso than baseline for a night hag trying to puzzle it out. One of the game's major themes is regret.
Planescape: Torment ending (proceed at yr own risk)
As such, there are several examples of characters who are motivated by a need to atone: One speaker at the Civic Festhall once fought in the Blood War.
He uses his lectures to teach other people not to follow in his footprints, because the things he did during his stint has condemned his soul to the Lower Planes and thus to keep fighting in it post-mortem, forever. Amongst your party members, Morte has attached himself to The Nameless One to atone for a misdeed he's not even sure he did in the first place — lying to the original incarnation in such a way that it got the original killed.
The First Incarnation initially sought out Ravel Puzzlewell to grant him immortality so that he might atone for the sins he had committed during his lifetime and avoid an afterlife in the Blood War.
Unfortunately, he realised too late that the weight of his sins would never be something he could balance, and that turning himself immortal was in itself an act that could never be atoned for; ever since, the remnants of his psyche have been trying to steer all the incarnations that came after away from evil.
Back from the Dead: The Nameless One is exceedingly difficult to kill off permanently, as he will regenerate his wounds and come back to life within a few hours of dying. The primary motivation of the story is finding out why this is happening, and what to do about it.
It is also an important part of the gameplay, as it means the player doesn't have to be as careful as usual in a video game, and puzzles can be designed with this power in mind. An insistent player can limit the number of deaths to about half a dozen on-screen deaths, however, with three or so coming from the same puzzle and the rest coming from sidequest cutscenes.
There are numerous entities in this game that have godlike power levels, so it's only to be expected that this trope shows up frequently: I can unmake you. Every time the Nameless One resurrects, someone else dies in his place.
Their ghosts become the shades that periodically attack the party. When the final dungeon is reached, the number of Greater Shadows encountered is based on how many times The Nameless One died throughout the game. There is a giant statue of a naked woman with smooth skin where genitalia and nipples should be.
Since it's in the Brothel of Slaking Intellectual Luststhis can be understandable. Zig-Zagged via the Nameless One's romantic possibilities, Annah-of-the-Shadows and Fall-From-Grace, who are, respectively, a tiefling demon-blooded mortal and a succubus.
Both of them are far more attractive looking than the heavily scarred Nameless One, but at the same time, they can be seen as the "beasts" due to their demonic nature — Grace, in particular, was once a soul-stealing heartless killer before her metaphysical redemption.
Invoked by Morte, who at one point tells the "that was your first wish" joke as a serious story. A memory crystal in the sensorium indicates that this actually happened, and that it happened to The Nameless One.
The Nameless One's romantic interests are a fiery-tempered redhead and an even-tempered blond. Chris Avellone even said in an interview with GameSpot that Archie Comics was an inspiration for the characters. I'm le petite Morte.
Fall-From-Grace's spellcasting chants are Japanese words enunciated in slow English. The Nameless One regains his mortality and uses his new found unlimited power to bring all his companions back to life. However, as he is now mortal, he is dragged into the Lower Planes as his long-overdue death finally claims him. Although he was finally caught by what he was trying to escape all along, an eternity in hell, he is at last at peace with himself, and accepts that he wrought his own fate.
Black and Grey Morality: The Dead Nations sequence is full of this. The Nameless One trespasses in a functioning undead society and is told he will stay their prisoner until death releases him, at which point he'll be raised as undead and become a free citizen of the Silent King's little kingdom of undeath.
Despite that rather cold welcome, speaking to its inhabitants shows them to be a mostly friendly group of varied undead, simply trying to make the best of their situation and protect the crypts from the rampant looting and graverobbing. While a prisoner, you run into Acastethe ghoul matriarch, a completely evil creature who resents the nations' reactionary laws they're forbidden to kill or feast on the living without provocation and hungers to just kill and eat everything.
The nations are opposed by Many-as-One, an unholy collective of cranium rats who's at least half on board with Acaste - it wants to scour the crypts of the undead and extend its own kingdom of filth far beyond its current confines. Only three of the main characters have hair on their scalps: All he wanted was power, and what he got was the fun of being turned into a living portal to the Elemental Plane of Fire.
He eternally burns because a previous Incarnation was trying to find a way to Ravel. If the Morridor's Box quest is resolved by exiting the Hive like you're explicitly warned not to do the fiend inside will escape, only to be found in the ruins of Curst at a much later juncture.
It's the second most powerful creature in the game. Lothar can be seen this way, though defeating him is not supposed to be possible. Undersigil, the Rubikon Dungeon Construct and the Player's Maze are all dungeons that lie outside the beaten path and have little immediate connection to the story otherwise. It is impossible to leave The Hive until the Bronze Orb has been found.
When asked about it, Hive dwellers mutter something about "the streets being rearranged again. You can have someone perform a little exploratory surgery on you to see if she can find any "thingees". In two of the endings, The Nameless One kills himself with the Blade of the Immortal or wills himself out of existence. The end video only shows The Transcendent One disintegrating and then nothing, as The Nameless One has removed himself from existence altogether.
Considering that the alternative is going to Hell, this may qualify as the best choice You start as Neutral and your actions and decisions will slowly change your alignment. There is a number of seemingly unimportant actions that can easily shift your alignment in unexpected ways, such as talking to non-responsive zombies making you more chaotic. Some of the items require having a specific alignment, too. As the zombie example above, doing nonsensical things very repeatedly after knowing there is no reason to do so again will earn you chaotic points.
It's bad and there is no reason to do so. It is actually hard as balls to stay Lawful and even more to stay Lawful Good. The game gives many MANY more ways to gain chaotic points and to be lawful you have to be honest and avoid lying altogether throughout most of the game since the very beginning. It pays off immensely though: Because your party members need to be able to stay with you regardless of what alignment you choose, all of them are varying shades of neutral except for Morte.
However, it's also an example of showing how even people with the same alignments can be very different people. Of the variant that allows the main character to switch classes during the game.
If you are prompted, either in dialogue or in narration, to pick up an item, do not lose that item. No, not even the prybar you were prompted to get to pull out the bolts on the skeleton. You will need it later.
There will be a test. Above all, for the love of all that is good and holy, do NOT just leave the bronze sphere lying with Pharod's corpse. It is not as useless as it seems. Go back, pick it up and keep it until the bitter end.
Morte is a floating skull. He suggests hitting on female zombies, flirts with every female character around, and buying him some time with a prostitute buffs his taunt skill.
He's also the only party member who is actually Good aligned. I have a question. Do you have a destiny? Needless to say, he finds her even more attractive for it.
This is how the gate town of Curst operates, virtually everyone in the town is out to figuratively or literally backstab everyone else over even the most trivial things. The fundamental law of reality in the Planes.
Planescape: Torment ending (proceed at yr own risk) - Ars Technica OpenForum
If you tell enough people that your name is "Adahn," a real person named Adahn will be brought into existence. If you have a high wisdom, you can also ask him to give you "some items you were holding for me. The audience watching your debate bursts into applause. Hilariously, the person you're arguing with is a member of the Sign Of One, a faction who routinely try disbelieve their enemies out of existence. In other words, you beat him at his own game. One of the ways in which you talk the Big Bad to death is to believe so hard that the two of you don't exist that it happens.
Class Change Level Reset: The hero could become a warrior, wizard or thief. He starts as a warrior, and when he changes classes, he resets. Progression in the other classes are frozen until he changes back to them, though.
Two, Ravel and Trias. They are two of a handful of fights you can't talk your way out of or run away from. Sigil is called "the City of Doors" for a reason: A key in turn can be anything a person might be carrying or doing while passing through an arch, such as hum a melody.
Even a stray thought is enough to activate a portal.