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Character development in a sense quite unique to gaming (and related, but non-identical to pen-and-paper equivalents). Not character development in the sense we apply to novels or films. I'll say that it did one thing extremely well in particular, for me. Can a game still be good when the very thing that defines it as such is lacking? While being on the same engine as Baldur's Gate II, often lauded by critics for its deep and gratifying combat, the gameplay was inferior in every aspect. Now that mute protagonists are slowly being replaced with fully voice-overed characters, is dialogue suffering or is it a better alternative? The amount of dialogue almost gives too much choice in conversations. Does this involve the player's imagination or does it break immersion?
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PS:T works in a manner of tell-don't-show - you often complete various tasks simply through dialogue options, without ever seeing it actually happen on screen. Can gamers appreciate a setting that strays so far from the norm? There are no typical fantasy tropes, no inherently good persons/organizations and no typical Big Bads. Planescape: Torment is a deconstruction of the typical fantasy-rpg setting. So let's discuss the goods and bads of Planescape: Torment: Since its release in 1999, I'm quite certain there has yet to be a game with such an immense amount of text, and while most critics swear by the game, the amount of text has earned it a lot of dectractors, with most usually stating it would have been better suited as a novel. Some people love it for its depth and writing, while others hate it for pretty much the exact same reasons. Planescape: Torment is one of the most polarizing games in existence.
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