Showing posts with label planescape: torment. Show all posts
Showing posts with label planescape: torment. Show all posts

Monday, June 13, 2011

Planescape: Torment trouble

Although Planescape: Torment posts will continue up to a point, I'm afraid I'll be unable to finish the game, due to crashes that I can't solve. It consistently crashes when I attempt to leave the main hall of the Fortress of Regrets through the portal that should take me to the Trial of Impulse.

An Assertion failed in C:\Torment\Source\chitin\ChDimm.cpp at line number 787

The game is not installed to C:\Torment, and there is no Source folder in the actual game directory. I see no reference to C:\Torment in the torment.ini file, where it's set up as:

[Alias]
HD0:=c:\games\Planescape Torment\
CD1:=c:\games\Planescape Torment\DATA\
CD2:=c:\games\Planescape Torment\DATA\
CD3:=c:\games\Planescape Torment\DATA\
CD4:=c:\games\Planescape Torment\DATA\
CD5:=c:\games\Planescape Torment\DATA\

Since this is the GOG version, and not a CD version, all the files were installed on the hard drive automatically. I tried going back to an earlier save, and it failed at the same place: the portal to the Trial of Impulse.

Sunday, May 29, 2011

Planescape: Torment, part 3

During this early part of the game in the Hive, many people asked my name during conversations. This stopped happening after the Hive, but while it was going on, amongst the options like "I don't remember" or "None of your business," I was often given the option to offer the name "Adahn". I don't know why that name in particular was a given option, but for all I know it could have been a subconscious memory of my actual name coming to the surface. Another possibility is that Adahn is simply one of the more common names in that setting, and would do as well as any other name in giving the person something to call me. I chose that option once or twice for the sake of not making people suspicious of me, as my earlier self had advised (recall "do not tell anyone who you are or what happens to you"), though other times I went ahead and tried seeing what the truth would get me (which was always more questions).

I read that giving the name Adahn is counted by the game as a chaotic act for the purpose of shifting my alignment, but I don't see why it should be. Even if all lies are considered chaotic acts (even if it would cause more chaos to tell someone that I don't remember my own name), the fact remains that I don't know whether the name came to mind because it's a faint memory or if it's a convenient grab, though the fact that it's the only name ever given in the options makes me favour the possibility of a memory, in which case it's not a lie. Not to mention that if you consistently identify yourself to people by a particular name, then that is your name in a real sense.

Highlights of the Hive

There was an elderly woman at the memorial in this section of town who delivered a rant against adventurers like us. There were a couple of similar adventurer-related speeches in Baldur's Gate as well, but this one would have better been left for a bit later in the game, because she refers specifically to a peculiarity of this game in particular. The player wouldn't necessarily have had time to notice that the standard opening line in conversation is "Greetings". If she'd been encountered in a different section of the Hive, it would have been better in that regard, though since the reason for her rant was the death of a loved one, I can see why they located her nearby the memorial outside the Mortuary.

More importantly, there were two NPCs at the memorial who are involved in quests. One of them was near the group of professional mourners (all of whom were male, though in the real world, professional mourners are usually female) called Death-Of-Names, who carves the names of the dead into the giant mass tombstone, and never makes a mistake. The dialogue seemed to imply that in a place like Sigil, where belief often makes things real, that if I were to have him scribe the name of a living person into the stone, it might kill them. I never attempted that, so I'm not sure if it was an intended implication. Perhaps it only meant that he can sense whether a person is dead or not.

Nearby, a woman mourned for her sisters, and gave a quest to kill some members of the gang who killed them, though she didn't seem to care if they were the exact same ones. The gangsters are part of the Chaosmen faction, though, and are called "Starved Dog Barking Thugs", so the world would probably be better off without any of them, anyway.

The Post is a nice, unique element in this part of town, standing in front of the bar. It's actually a zombie, being used as a kind of advertising post (and not as a parcel delivery service as I had originally thought) that has apparently been enchanted to point in the direction of any of the businesses who have attached their advertisements to its body, if a person speaks the name of the business. At first it seemed like a simple novelty with no real relevance to anything, but after I pulled a vandal's thrown cobblestone out of its head, I found a graffito of the name "Pharod" -- the man my back tattoos told me to look for. Speaking his name made the Post point in the direction I had to go, which was a welcome bit of information. It was already clear by this time that it was a fruitless endeavour to walk around town asking people if they'd seen a journal or knew where to find Pharod.

I'm not sure if the name was actually under the cobblestone I pried out, or if it was there to be read all along, but I believe it must have been under the cobblestone, because there doesn't seem to have been any other reason to pry it out of the zombie's head. Regardless, I was in no hurry to find Pharod and advance the main plot when there were still several other sections of the city to explore, especially since he was apparently located in a place called Ragpicker Square, which sounded worse that the other options. All the rags I've been finding have been dirty, used rags and handkerchiefs, and it's not like I could combine them with bottles of cheap liquor and make molotov cocktails or anything.

Across from The Post was Annah, standing around and calling out insults any time I passed by, noting my resemblance to a corpse. And she should know, too, since I found out later that she had brought my corpse to the Dustmen just prior to my waking up on their slab. Despite her abrasive personality, I still tried recruiting her, since I only had Morte in my party so far, but I couldn't find any way to get her to join up until later.

Annah (and many other NPCs) called Morte a "mimir", and Morte explained that it's a term for a "talking encyclopedia". I believe this is a reference to Mimir of Norse mythology, who owned a well whose waters bestowed wisdom (Odin himself exchanged one of his eyes for a drink from that well), and who had great knowledge and wisdom from drinking its waters himself. When Mimir was beheaded by the Vanir, Odin kept his head, which continued to issue wise counsel. No word on whether Mimir's head floated around of its own accord, though.

Dungeon crawl

The first dungeon experience of the game, if you don't count the Mortuary itself, is in this area, given by Norochj in the bar. He wanted me to find out why there were a lot of unexplained zombies in the nearby Mausoleum. The place didn't have a door, though, so it was only accessible via a portal to which he gave me the key.

It was a pretty short and simple dungeon. Just one level, and occasional undead. At the entrance a ghost spoke to me, and indicated that they were all restless because there was some other living person stirring things up in there, so I offered to investigate. The ghost agreed, but warned me that the other undead in the tomb would still attack me even though I was working for them. So, I made my way through the place, looting what minor treasure could be found there, and finally found a room where a wizard had set up shop.

Interestingly, it turned out that the wizard was only there because he needed some immortal's blood for alchemical or spellcasting reasons, and he'd been told by an oracle that he would find an immortal in the tomb. Not because there was any immortal in the tomb at the time, but because his presence there would ultimately lead to me investigating what was going on in there, in a situation reminiscent of Greek tragedies such as Oedipus Rex, wherein actions based on knowledge of a prophecy are the things that cause the prophesied events to occur. I also found the writing here to be particularly enjoyable, from the description of the handsome, immaculately coiffed necromancer, to the amusing difference in the dialogue options; self-righteous aggression vs. dry wit. I very much like it when a game doesn't require me to play dumb in order to squeeze a little more background information and interaction from the NPCs, though I do like having that option as well, for times when it might cause the adversary to underestimate me.

After this, there was a FedEx quest to deliver a message to someone in one of the other districts, given by a messenger who was apparently too confused to make it out of the small area he was pacing.

Thinking with portals?

A fetch quest with more flavour was given by a woman from the normal D&D dimension (Prime Material) named Ingress, who, true to her name, had found an "entrance" to Sigil, but didn't know how to summon the egress. Consequently, she has become a fulltime marathon runner, shunning any enclosure that might accidentally lead her into a much worse dimension after her first trial-and-error attempts left her scarred and mutilated.

Her story impressed upon me in this early part of the game that I should beware of portals, since they could be anywhere, and anything I carried, thought, spoke, or did might make me accidentally fall into one that I wouldn't be able to get out of. I had this in mind when I saw my first portal, on taking the Mausoleum quest from Norochj, and I wasn't sure if I should go in or not. This caution remained with me until it became clear that there would never be an accidental portal entry (they're all quite visible and audible), and that I would never automatically happen to have the key to a portal unless I was specifically told what it was. The one time there was a peril with portals was shortly after this, in Ragpicker Square, where there was a portal-related trap. I'll get to that later.

Sunday, May 15, 2011

Planescape: Torment, part 2

Perhaps if I did more of these entries in a stream of consciousness way, rather than attempting some form of structure, I wouldn't have 5 partially written posts as yet unposted. I'll just get my impressions of the characters out of the way here, and move on to my Planescape experiences.

Morte

Hey! Chattering's my best trait!

Morte is a loyal, obsequious follower, who seems like a true-blue friend. I thought it might be annoying to have a yes-man following me around calling me "chief" and "boss", but in truth I find Morte to be quite likeable. There was a time that I started to distrust him, when I found out he had deliberately omitted reading part of the tattoo on my back, which warned me not to trust him, but all that was swept away when I recovered memories of the former self that had pressed him into service in the first place. It's a shame there was no option to try to make amends for that, nor any way to even acknowledge that I remember it.

Considering how many times I've been on this quest, judging from certain people who remember my earlier attempts (such as Pharod), Morte is conspicuously silent about things. Surely he should know some of the things and people I'm trying to find, and where to find them, since he's been accompanying me for years. I'm going to attribute it to fear and dread on his part, though. Having seen some of the things that have happened on previous attempts, and having weathered certain stormier "inspirations" of mine, it's understandable that he would be loath to help me lead us right back into that mess.

Annah

Ach! Never have I seen something so ugly, I've not...

Annah's first action in the game is to casually send you off to an alley that could get you killed. That, and her insults, foul mouth, and ill temper, did not endear her to me. I kind of like the way her rat tail calls attention to her buttocks by constantly whipping around, though.

Once I jumped through all the hoops necessary to get her to join the party, I found that Annah makes a good thief, finding and disarming traps, unlocking chests and doors, and backstabbing from the shadows. I've even been able to kill some enemies with her alone, backstabbing them, then running around a corner to hide in the shadows again, then backstabbing them again while they stand there wondering where she went. I'm not a big fan of the fact that her "daggers" are actually "punch daggers", though, which makes her feel more like a brawler than a rogue in fights.

Dak'kon

Endure. In enduring, grow strong.

Dak'kon strikes me as the archetype of the wise kung fu master, except that he uses a sword. He's supposed to be elderly according to the dialogue, but I really can't tell with the badly lit 3D portrait of him, and at any rate he's a perfectly competent warrior/mage. I've enjoyed taking his little tests to unlock new spells from his Circle of Zerthimon, though in general I prefer the normal spells. There are generally normal spells with identical effects as his, but the normal ones have icons that you can identify at a glance, whereas all of his spells are circle icons which are identical aside from slight colour differences.

In personality, he seems pretty benign. Not very interesting to have around aside from the Circle tests, but with no particular bad habits, unless you count his constant emphasis on the word know.

Ignus

You are all tallow for my flames.

Ignus is criminally insane pyromaniac, made especially dangerous by being a mage with a direct connection to the elemental plane of fire. I have not yet met another character in the game who is more pathologically evil than Ignus. He burns both personal and public property and living human beings for fun, looks forward to killing us all (and constantly informs us of this plan), and even gleefully incinerated his girlfriend who had been waiting for him to be freed. Perversely, he's listed as "chaotic neutral" with the justification that he's insane. Not a good enough reason. Garrick the bard and Quayle the gnome from Baldur's Gate were chaotic neutral, and they were miles away from homicidal maniacs!

But, I understand there are few D&D topics that inspire more arguments than the alignment system. For instance, do we classify characters by their intents, or by their actions, or both? A character like Dexter (from the eponymous TV series) I would classify as lawful evil, because he is a homicidal psychopath with no empathy, and the sole reason he restricts himself to only killing other killers is because he is bound to the laws handed down to him by his father. But this is open to much debate, since even though he slavishly follows a set of rules or laws, he is not following the laws of the land, and even if his actions result in fewer serial killers in the world, which is a form of justice and protection of the innocent, it is also vigilantism, and I don't think it would be wise to trust a homicidal psychopath's judgement in life or death matters.

So, I would certainly classify Ignus as chaotic evil, not neutral, based on his homicidal desires, his destructive actions, and the pleasure he takes in it all. He's like a tanar'ri.

One last thing about Ignus: I don't know if this was an error on the part of the developers, or if they intentionally spelled it that way, but it should be "Ignis" (Latin for "fire"), not "Ignus".

Fall-From-Grace

A lady must have her secrets.

I don't know much about how the romances are supposed to play out for this game, but I thought at first that I would be romancing Fall-From-Grace. She was the one who comforted me as I was in tears after regaining my memory of betraying Deionarra. She's a Sensate and a succubus (which both spell "sensual" to me), and a nice person, whereas Annah is foul-mouthed and angry all the time. But there never seemed to be any romance starting with Grace. The closest it ever got was when I was able to say I imagined kissing her when I was kissing Ravel, and she brushed it off by saying that it's a good thing I didn't, since a succubus' kiss will kill a man. Er...okay, but there are other things one can do in a romance besides kissing (things which I've been led to believe that succubi are good at), and there is of course the fact that death is not permanent for me. So what's the problem? It seems pretty short-sighted that there is no response available for her statement other than changing the subject, with the option of seeming flustered when I do it (and being flustered at such an idea seems entirely inappropriate for my character).

The rest of the time, all I can do is try to ask her how she feels about me, and she only says "A lady must have her secrets." Alas, Grace is proving far too prim and proper and hard-to-get, and Annah recently burst out her formerly bottled-up tsundere crush on me, which painted her in a whole new light. So, Annah is my romance, against my initial expectations, though it remains to be seen if anything will come of it beyond a singular impassioned kiss and some biting.

Sigil's Hive

Jumping back a bit in time from some of the events I mentioned in the character descriptions, it was a relief to get out of the Mortuary and into the Hive, despite its name and ugliness. Here, I was free to explore and talk to people without having to sneak around. The first person I met there was, strangely enough, someone who could get me back into the Mortuary if I so wished, either by me playing dead, or by actually letting him kill me. I declined the offer, and really couldn't see any reason I'd want to get back in there. Additionally, since I had just woken up from death with no memories and no possessions, I was wary of dying again, thinking I would lose experience points, stats, or even quests! I also took to heart the warning tattooed on my back that said:

And whatever you do, do not tell anyone who you are or what happens to you, or they'll put you on a quick pilgrimage to the crematorium.

The little cutscene that played after I left the Mortuary, showing my slab being surrounded by shadowy wraiths, also indicated that someone powerful was looking for me, and so it was always a surprise when I would see dialogue options that would allow me to reveal my secrets. It also didn't make sense to just keep walking around the city dressed in nothing but the loincloth I was wearing on the mortuary slab if I wanted to remain incognito, but since I'm unable to actually wear anything outside the Mortuary (the Dustman robes I picked up in there were helpfully auto-dropped on the doorstep by the game, so as not to tempt me, I guess), I just have to hope that no one takes much notice of a near-nude grey-skinned hulk of a man, covered with scars, being followed by a floating skull.

Dustmen

The Hive seemed to be full of Dustmen, though that may be due to the location of the Mortuary. The Gathering Dust Bar is probably meant to serve as their hangout after working hours. After my experience in the Mortuary, I tend to see the Dustmen as enemies, or at least dangerous, and their philosophy is pretty repugnant as well. Obsessed with the alleged futility of life, and embracing death, these people wouldn't be so bad if they just followed their reasoning to its conclusion and killed themselves, but apparently misery loves company, because they're also compelled to spread their childish philosophy like a disease to infect as many as possible before they go out.

At least there was one in there that might break free of their hold, since he was right there on that precipice of wanting to die, but being unable to commit suicide. When he hired me to do it, I made as if to do it, then released him when he struggled, with a wry "Changed your mind?" I was pleased to see that the game even let me deliver a stern lecture to him afterwards, and leaving him to think "Hmm, actually, I do rather enjoy being alive. Maybe this doctrine is wrong."

Another offense of the Dustmen is their selling of Dead Contracts, where they offer to pay a pitiful amount of money in exchange for the rights to raise the contractee's corpse as a zombie slave worker in their mortuary, which is described as a kind of living hell. And this being the Hive, where life is cheap, signing such a contract seems like a way to quickly meet with an "accident". Unfortunately, there was nothing I could do to help a citizen who had made that mistake, since I couldn't pickpocket or negotiate with the contract owner for it (or I didn't think I could, anyway), and I wasn't inclined to homicide.

It's possible to join this faction, but I saw no reason to do so at the time. Now I realise that I missed out on some quests which one of them would have given me as a prerequisite for joining.

World-building info

I solicited information from a professional "tout", one of several who wander around these areas. Every time I see it, I read it as the French word "tout" (pronounced "too", meaning "everything"), though it's probably supposed to be pronounced to rhyme with "out", and is just a shortened form of the English word "touter". At any rate, they offer general information about Sigil and the planes for those "clueless" who may have never seen planes of existence beyond the Prime Material before.

Morte had some things to say about Sigil as well, such as it being a crossroads connecting all other planes, and that the city of Sigil is located at the top of an infinitely tall spire. He expresses confusion on how there can be a top to something infinitely tall, but I think he fails to take into account that when you're talking about infinity, both directions are infinite. Thus, if we take Sigil as the origin point, and the spire is a ray projecting in one direction from that origin, the spire can reach infinitely far in the "downward" direction, where "down" is relative to the city of Sigil. In an infinite space such as this plane, it would be equally valid to say that Sigil is at the bottom of an infinitely tall spire, but since gravity seems to be pulling from below the city (which would be logical considering how much mass is below them), "at the top" is a better description, even if it makes the infinite spire more confusing.

Anyway, the touts provide some good background information for people like me who are unfamiliar with the Planescape setting, though it was very unclear how much of that information actually applies to this particular game implementation.

For being such a small map, this first section of the Hive is pretty densely packed with quests, so I think I'll save the rest of it for another post and end here.

Friday, April 8, 2011

Planescape: Torment portrait mod

If you've been here before, and want to know what's changed, jump directly to the Revision History or Update News sections. A copy of the readme file follows.

Download link

Tchos' portrait mod for Planescape: Torment

by Tchos

Purpose

To replace the 3D character portraits in the game with high-quality hand-painted portraits, as other Infinity Engine games used, such as Baldur's Gate and Icewind Dale, which are more aesthetically pleasing than the 3D character portraits in PS:T. These replacements occur where they appear in the PC/NPC section of the journal, in the stat screens, and the inventory paperdolls. Ideally, future releases of this mod will include replacements for the portraits at the bottom of the gameplay screen, as well as replacements for the rest of the recruitable party members, and perhaps more general NPCs.

Screenshots

Inventory paperdoll example -- The Nameless One, before and after
Stat screen example -- Fall-From-Grace, before and after
Journal portrait example -- Annah, before and after

Installation

This mod comes with a WeiDU installer. To install, copy all of the files into your PS:T "override" folder, located wherever you installed Planescape: Torment, run the file Setup-Tchos-PST-portrait-mod.exe, and follow the prompts. To uninstall, run the file again.

Most of the files are in .bmp format, which can easily be viewed so that you can preview the portraits, and perhaps remove any you don't like.

Notes

I've tried to find portraits that adhered as closely as possible to a certain style (leaning toward realism) and a high level of quality, and so there are a couple of party members who are not replaced here. Although I did find art of some of those characters, they fell too far outside my criteria for this mod. This may seem too arbitrary, especially since some of the official concept art I used strays pretty far from realism, but I'd like to leave the door open for future version releases of this mod to include good replacements for them, if suitable art becomes available in the future.

Of course, this mod could not exist without the permission graciously given by the artists whose work appears in it. I encourage users of this mod to voice your appreciation to those artists, where they may be found in the credits to follow.

Credits for original art, used with permission:


The Nameless One:

Artist: Samizé

Fall-From-Grace:

Artist: Eleni Tsami (Eilidh)

Annah:

Artist: Michele Chang

Misc. NPCs

Fell (and general Dabus), male and female tieflings.

Artist: Phaere (Lisette W.)

Her comments posted on her mod resource submissions collection repeatedly give permission to use any of the portraits in mods:

"You can change the portrait as you see fit." "If you wish to use any other portrait you can, so long as you credit me." "I only want my name mentioned if it in a module for public use. Other than that; use any picture you'd like."

Official concept art used:

  • The Nameless One (cover art, used for stat screen)
  • Deionarra
  • Vhailor
  • Wererat
  • Various creatures

Revision history

  • Version 0.90
    • Released 2011-04-08
    • Replaces journal portraits of: The Nameless One, Annah, Fall-From-Grace, Vhailor, Deionarra, Fell/Dabus, male and female tieflings, wererat, larval worm.
    • Replaces stat screen portraits of: The Nameless One, Annah, Fall-From-Grace, Vhailor, Morte
    • Replaces inventory screen paperdolls of: The Nameless One, Annah, Fall-From-Grace, Vhailor, Morte
  • Version 0.91
    • Released 2011-04-09
    • WeiDU installer kindly provided by GhostDog

Update News

2011-04-09: Updated file to 0.91, incorporating a WeiDU installer, kindly provided by GhostDog.

2011-04-08: I wasn't able to get the animated portraits done for this release using BAM Workshop II. The portraits just didn't work. I'll try later if I can find a better BAM editor. In the meantime, here is release v0.90. Do not link directly to the download page, because updated versions will require a different link. Link instead to this blog post, which I will keep updated with the latest information.

Closing remarks

As I plan to update this mod as I am able, please inform me if you want to host this mod elsewhere, so I can be sure to keep them all up to date. I can be contacted through my blog at http://tchosgames.blogspot.com

Download link

Monday, April 4, 2011

Planescape: Torment, part 1

After finishing Baldur's Gate and its expansion, I wasn't sure which game I might focus on next. I ended up dabbling with several, including Classic Adventures, a total conversion for Baldur's Gate 2 that I'm writing about for a future post, as well as Planescape: Torment, Icewind Dale, and Arx Fatalis. This post will be dedicated to Planescape: Torment.

This was one of the games from my X-mas list this past December, and it was the highest priority on that list. My time playing it has confirmed that priority to be warranted. It is an excellent game.

I'll begin with a brief overview of my impressions of the gameplay, interface, and graphic design, to get all that out of the way first, since I have harsh critiques in those areas. My praise will come afterward, in regard to its well-deserved reputation as a very well-written game. Some of it is extremely moving, especially as accompanied by the beautiful character theme songs (especially Annah and Deionarra's themes).

My setup

I own the GOG version of the game, so that means no CD-check to deal with. Installation went smoothly, and was followed by the mods as listed in this mod installation guide. The Bigg's widescreen/high rez mod, Ghostdog's UI mod to fix up the UI for the higher resolutions (and to make the font more readable), The Ultimate WeiDU Fixpack for bug fixes and spelling/grammar corrections in the text, Qwinn's Unfinished Business patch for restoration of some additional content that was cut from the game as released, and finally Qwinn's PS:T Tweak Pack, for some convenience tweaks (stackable rings/scrolls/etc.), banter acceleration, and other things.

The graphics

The primitive 3D graphics are very unappealing -- especially the character models. They have not aged as gracefully as BG and Icewind Dale, which used hand-painted artwork for the characters. The backgrounds aren't as bad, aside from everything being overly busy in texture and lacking specular highlights. I suppose lack of specular highlights is better than "default" specular highlights, which is responsible for so much early 3D looking like smooth plastic, but properly done specular maps can work wonders in the richness and appeal of a surface, and such functionality was basic to all 3D rendering software of the time.

I was able to replace the large portraits in the character database section of the journal (and a couple of the NPCs) with beautiful, hand-painted artwork of the characters drawn by various independent artists, for everyone except Dak'kon, Nordom, and surprisingly Morte. For some reason, finished paintings in a similar style focusing on those characters are proving elusive, even after hours of searching. Ignus is one of the few that doesn't necessarily need to be replaced, since he's just a man on fire.

I've been given permission by three artists to use their Planescape character paintings in a portrait replacement mod for everyone to use (The Nameless One from a detail of a painting by Samizé, and Fall-From-Grace from a painting by Eleni Tsami, and Annah from a painting by Michele Chang). There are also a number of NPCs, such as Fell the Dabus, and some general townspeople, which have open permission from the artist Phaere to be used in mods, and there are a couple of pieces of official game concept art that I think I can use as well, such as one for Vhailor, and the wererats, and one of the creatures. My plan is to release a version 1 of the mod containing this allowed art and the official art, and hope to be able to find appropriate (and allowed) art for the other main characters for a more expansive version later. This will replace both their portraits in the NPC journal, and their face icons in their stat screens. I may also go ahead and replace their paperdoll graphics with the portraits, since they don't actually change to reflect worn equipment anyway (aside from TNO wearing the Dustman robe), and those figures with harsh black shadows in front of bright primary coloured backgrounds is rather off-putting. I thought perhaps they were trying to establish some kind of colour-coding for each character, but then why is TNO's orange background so similar to Dak'kon's orange background?

The "animated" portraits at the bottom of the screen, however, are posing more of a challenge, and my first release will probably not change them.

I'm sure they had high ideals for these animated portraits when they decided to do them, but the result is frankly terrible, as if major concessions had to be made, and they didn't have time to just scrap them altogether. Bad, very unconvincing single-frame "blinks" make up the bulk of their "animation", while the rest is occupied by occasional unclear actions which simply distract from the gameplay when they occur. For instance, Grace occasionally moves into a profile and places her hands together as if to pray, but then immediately returns to her normal position, or Ignus occasionally seems to yawn and stretch, with the flames behind him suddenly coming to life for the brief time he's moving, before freezing in place again. If they had simply gone with the still-image method that the rest of the Infinity Engine games had used, they would have been much easier to replace with more appealing hand-drawn artwork. I hated them so much, I actually went and investigated the BAM file format, educated myself about their purpose and use, and downloaded some tools to modify them. My attempts were partially successful, but they became glitchy if the characters took enough damage. I'll have to try a slightly modified method.

Positive aspects of the interface

The journal and quest tracking system is very well done. I might say it's better than the one in Baldur's Gate, since it's separated into categories to create more of a knowledge database as new things are learned, with characters you meet, a bestiary of monsters, and the usual diary entries and current/completed quest sections. The only thing it's missing is a user notes section, as in BG, where you can type additional information for future reference, or for role-playing purposes. This would be especially useful in this game, since there are many more puzzles, scattered clues, and items that may be useful later. I also think I may have forgotten about a stash of items or two (which, in hindsight, is pretty appropriate for this game). In Baldur's Gate, I tended to store items I didn't want to carry with me in the chest by the door in the Friendly Arm Inn, but the only place that feels like a "home base" in PS:T (the little crypt near the mortuary where you can rest for free) doesn't have a storage chest inside, so I stashed items in a few different locations. Setting things on the ground outside of a chest seems to risk letting those items disappear.

Of course, what I really should do is simply get a real paper notebook for these games, since most games don't have that BG-style user note section anyway. Some games don't even let you make notes on the maps, although PS:T does have that function. I've written notes here and there on little notepads and scraps of paper, but I think I'd like to keep a more permanent set of notes as I play.

Unfortunately, I couldn't find any way to make random NPC comments appear in the dialogue window, as they can in BG, or certain other technical information that tends to appear over the character's head and then fly away out of sight when I might have been distracted by something else on the screen.

Complaints about the interface

Despite finding the game to be a positive overall experience, I find the interface to be slow and clunky compared to Baldur's Gate or Icewind Dale. The interface departed from the intuitive and simple to use action bars that previous games enjoyed, in favour of a very counter-intuitive system wherein right-clicking would pause the game and pop up a radial interface, from which you then choose from several sub-menus such as "use item", "cast spell", or "use special ability". Confusingly, right-clicking on a character's portrait does not, as I would have expected, bring up the context menu for that character -- instead, it brings up the context menu for the currently controlled character, because it doesn't appear to matter at all where you right-click, just that you right-click. Worse, even though pressing the space bar pauses and unpauses the game in any other circumstance, it does not unpause the game when the menu is up, even if you already issued your command. You have to right-click again to make it go away, or hit escape or enter.

This is horrible interface design. Aside from the inconsistency in the functions of keys depending on context, why the need for submenus at all? Space on the screen is not at a premium here. If you're auto-pausing the game anyway when you bring up the menu, why not expand it, letting it take up all the screen space it needs to show all options on the screen at once?

Also, why a radial menu? Radial menus make sense when you're using a game controller, and you can point the analog stick toward the action you want to take. They could even make sense if you could press the arrow keys to select an option when it pops up. But here, it seems to have no function whatsoever. I tested every key on the keyboard, and found none that would act as directional selectors for that radial menu.

Movement in the game is also worse than Baldur's Gate. Characters pause noticeably between you clicking on your intended destination, and their departing for it. Pathfinding seems to take much longer here than it should, especially on a modern system.

This game also complains if I try to quit the game by hitting Alt-F4, which is nevertheless the fastest way to quit, bypassing all the menus and "are you sure" prompts. BG only gives one such prompt if I use it: "Are you sure you want to quit? Boo will miss you." PS:T first gives me a warning that since my desktop is set to higher than 16-bit colour, movies won't play in windowed mode (needless to say, when attempting to close the program, this is of little concern to me) before giving me the "are you sure you want to quit" prompt.

And the rest is praise

An elderly man was sitting alone on a dark path, right? He wasn't certain of which direction to go, and he'd forgotten both where he was traveling to and who he was. He'd sat down for a moment to rest his weary legs, and suddenly looked up to see an elderly woman before him. She grinned toothlessly and with a cackle, spoke: "Now your third wish. What will it be?"

"Third wish?" The man was baffled. "How can it be a third wish if I haven't had a first and second wish?"

"You've had two wishes already," the hag said, "but your second wish was for me to return everything to the way it was before you had made your first wish. That's why you remember nothing; because everything is the way it was before you made any wishes." She cackled at the poor berk. "So it is that you have one wish left."

"All right," said the man, "I don't believe this, but there's no harm in wishing. I wish to know who I am."

"Funny," said the old woman as she granted his wish and disappeared forever. "That was your first wish."

--A little story told by Morte in Planescape: Torment

I was unfamiliar with the Planescape campaign setting of D&D, though I knew about some of the planes that one might travel to, and that the plane where Baldur's Gate was located is called the Prime Material plane. This game takes place mostly in a "city of doors" called Sigil (so far it hasn't been explained if there's any intended significance to the name, but sigils have nothing to do with doors), where there are doors/portals leading to every other location imaginable, though they will not open unless you have the "key", which can be anything -- even abstract things like a memory, a thought, or a gesture. A couple of quests, in fact, revolved around finding keys that people had lost, so they could return to their homes. Most of the doors don't look like doors, though, in case you're picturing a city with actual doors covering every surface. Instead, any space that's bordered on all four sides by something can become a door under the right circumstances.

Anyway, I like stories where magic doors to distant places can be opened almost anywhere if you either have the key or know the time and place, like in Neverwhere, Time Bandits, Pan's Labyrinth, The Lost Room, etc. (and in some of those cases listed, it was one of the few things I liked about them). Unfortunately, as a gameplay mechanic, it made me worry about whether I should sell anything at all, and instead just cart around as much junk as my party could carry, just in case some item might open a door somewhere. Eventually I relaxed, and started selling stuff off.

Character build

You play as a predefined character -- a human male with a past. I've criticised other games for this, so why not this game? It helps that this character has no memories, and the game establishes that each time he loses his memories, he tends to develop a different personality. Thus, I as a player am creating his new personality from scratch. The game has a recurring theme of "What can change the nature of a man?" Well, losing all your memories would probably do it.

In this regard it also makes sense that you cannot choose your class at the beginning of the game (you start out as a fighter), as having a class means you have training in those class-related disciplines. In this game, if you want those disciplines, you'll have to find someone willing to train you.

This is a game where you get a lot more out of it (or at least a different experience) if you invest in certain stats. The descriptions of the stats indicated that Intellect and Wisdom are very important for regaining lost memories, and since I prefer to play mages anyway, I invested heavily in those stats. I couldn't become a mage until about a week into playing, of course, for the aforementioned reason.

It also helps that this game has long, detailed dialogue options, which sometimes also take into account your favoured stats. This engages the role-player in me. Having a good selection of detailed responses is the primary element that raises it above games that only offer brief responses of no consequence, especially those that are presented as mere summaries.

The intellectual stats also play an interesting role in dialogues, as you can get hints that people are lying, or get opportunities to shame/embarrass people who mistake you for a brainless oaf or otherwise underestimate your intellect. Your wisdom can also stop you from saying the wrong thing in a conversation that might lead to an unwanted (perhaps violent) resolution, though you're free to disregard the warning if that's what you actually want. I hear Fallout 1 and 2 make heavy use of stat-related differences in dialogue options as well, which is something I really like.

As it turns out, the recovery of memories from high Wisdom gives you more than puzzle pieces to the mysteries of the game's story, but also rewards you with items and special abilities, as you remember locations of old secret stashes, or forgotten arts (such as how to raise the dead).

The puzzles

The first puzzle I encountered in this game was an ancient copper earring. Examining it gave a description, suggesting it bore further examination, and it had a "use" button. In Baldur's Gate, various items have such buttons, but these had always been limited to things like expending charges on an item that buffs your stats or similar things. But this item's description also included a helpful note explaining that the "use" button in this game allows you to manipulate items through dialogue prompts. Interesting! This adds another new dimension to the gameplay! Through the dialogue, you can attempt to open combinations by making choices such as "Turn it this way," "twist it that way," "do this other thing," etc.

Stats seem to play a role in puzzles as well (giving little indications such as "this way feels right"), and in the ability to answer riddles without being told the answers in-game. It seems that if your intellect isn't high enough, it won't even give you the option of answering correctly, which eliminates the multiple-choice aspect that usually makes riddles in these games easy to beat (since there's usually one answer that makes perfect sense). This could be frustrating if I really did guess the answer and wasn't allowed to enter it, but that's one of the differences between an RPG and some other kinds of games -- the limitations and advantages are based on how you build your character, rather than what you as a player know. In this case, however, I couldn't even guess the answer in reality:

Ahem! Now, think of words which end in "-GRY". Angry and hungry are two of them. There are but three words in the Common Tongue... what is the third word? The word is something that one uses every day. If thou hast listened carefully, I have already told thee what it is.

Although I couldn't guess it (because either my intellect or wisdom wasn't quite high enough), what I was able to do was challenge the riddler to a riddling contest. Unfortunately for me, since I enjoy riddles, this was a section where my character automatically knew the answers, so I couldn't pick them myself. This contest, however, presented some that were new to me, and clever, like this one:

What is the beginning of eternity, the end of time and space, the beginning of every end, and the end of every place?

Answer: The letter E.

The story delivery

PS:T takes its narrative a step further than BG. Aside from having a lot more flavour text in the descriptions of locations (the ones where clicking on an item in the scenery gives you a description of it), it also takes the dialogue from script-style (mostly spoken lines, with occasional descriptions of actions), to full literary style, with the dialogue in quotes, framed with descriptions of actions, expressions, tone, and internal thoughts, as you would see in a novel.

For instance, when you initiate dialogue with a non-hostile NPC in Baldur's Gate, it begins with the NPC's opening dialogue, and then provides you with response options. In PS:T, initiating dialogue first provides you with a description of the NPC, including their appearance, current actions, expression or attitude, and how they may be reacting to your approach. At that point, you are given the option to actively greet them, or leave them alone.

Additionally, during dialogues, you are also often given two versions of the same answer, except that one is marked "Truth", and the other is the same statement, but is marked "Lie". I'm not sure exactly what effect this has on the game aside from the obvious role-playing benefits (you can say something advantageous that you don't actually agree with), aside from the idea that telling the truth is considered Lawful, and lying is considered Chaotic, in terms of alignment. I also understand that making vows in this game is taken seriously, and will affect your alignment one way or another depending on whether you uphold that vow.

That leads me to another interesting difference in this game, which is that alignment is something that evolves via your actions, instead of it being something you decide upon at the beginning of the game. You begin as True Neutral (aka Neutral Neutral), and your actions determine whether your order side swings toward Lawful or Chaotic, and your moral side swings toward Good or Evil. I think it's correct to characterise the "good" alignments like this: Lawful Good characters do good things because it's the law. Neutral Good characters do good things because their empathy moves them to do so. Chaotic Good characters do good things when it suits them to do so. In my case, my actions pretty quickly landed me at Neutral Good, and it has not changed since then. I suppose this means that I've been right to think that my natural inclinations are toward that alignment.

The music

The main theme song makes great use of French horns and strings to evoke a sense of a haunted character with a tragic past. The percussion and certain other instruments also contribute to create an eastern feel to the music, highlighting the exotic and foreign locales where the game takes place. (The end credits theme song goes further with its eastern exoticism in a rather strong departure from the rest of the music, before suddenly transitioning into a surprising electric guitar solo.) The majority of the character themes are variations on the Nameless One's theme, with their own particular flavours.

Deionarra's Theme, the theme of the anguished spirit of a girl whose love had been betrayed by one of my prior, crueller selves, incorporates a heartbreakingly beautiful piano bit which, combined with her dialogue, moved me to vow to do whatever it took to put things right with her. Much of the game, in fact, seems to consist of me trying to clean up the mess left behind by my former selves' actions.

The game calls these previous selves "incarnations," but that's not exactly appropriate. "Incarnation" denotes a singular spirit entering a new body (essentially meaning "into the flesh" in Latin), whereas The Nameless One retains the same body, but is essentially a new "spirit" each time, as a tabula rasa. Although this is not a normal usage of the word, perhaps we could appropriate the word "inspiration" for this, since it literally can mean "the drawing in of an animating spirit" (or also breath, since "spiritus" actually means "breath" in Latin, but that's irrelevant here).

The other standout track is Annah's Theme, which came to my attention shortly outside of the Mortuary, near the Gathering Dust Bar. I didn't understand that it was Annah's Theme at the time, since I didn't know characters' themes play whenever you pass nearby them (or during dialogues with them), and Annah had been standing around outside that bar. I'll reserve my impressions of her and the other characters for the next post, however, since there's a lot to get into, along with my reactions to the story as it progressed, but her theme (which remains my favourite of all of the soundtrack) solidified my admiration of PS:T's music.

That should do as an introductory overview post.