Planescape: Torment: Enhanced Edition

Uncover secrets of past lives in this story-rich, tactical roleplaying game set in Sigil, a dark fantasy city at the heart of the Dungeons & Dragons multiverse. Explore the planes, survive combat alongside a party of bizarre companions, and solve puzzles unlike any ever seen in the genre.

Planescape: Torment: Enhanced Edition is a rpg, story rich and crpg game developed and published by Beamdog.
Released on April 11th 2017 is available on Windows, MacOS and Linux in 6 languages: English, French, German, Korean, Polish and Czech.

It has received 4,709 reviews of which 4,464 were positive and 245 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 4.87€ on Steam and has a 75% discount.


The Steam community has classified Planescape: Torment: Enhanced Edition into these genres:

Media & Screenshots

Get an in-depth look at Planescape: Torment: Enhanced Edition through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows XP, Vista, 7, 8.1, 10
  • Processor: Dual Core Processor
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.0 compatible
  • Storage: 2 GB available space
MacOS
  • OS: OS X 10.15
  • Processor: Dual Core Processor
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.0 compatible
  • Storage: 2 GB available space
Linux
  • OS: Ubuntu 12.04 or equivalent
  • Processor: Dual Core Processor
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.0 compatible
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2024
A bit more like an adventure game that uses the infinity engine. In retrospect, you can see the direction taken from here with Disco Elysium. The down side is that there is still a bunch of (pretty meaningless / light) combat to deal with, when what the game really seems to want to be is what DE later does. If you can look past that, the endless brown palette, and the dated sexual politics (lot of harlots in the center of the multiverse for some reason), it's very very good. But you already knew that. Why are you reading this?
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June 2024
Foreword: In 1999 I did not play Planescape Torment. I was introduced to the game by an insistent friend who kept praising it around the year 2010, after playing it a few years ago, I understood. Planescape Torment is not your average game. The Enhanced Edition gave me the chance to experience this game again. Aesthetics: The story is the game's strongest element. I will try to limit spoilers. You are an immortal being called The Nameless One, your immortality has a major drawback however, you forget everything after you are killed. The game's goal is to uncover your past. You wake up in a Mortuary where you meet Murray... I mean Morte! A floating skull with a bite. The companions are amazing! From said talking skull to a living suit of armor in search of justice, a verbally abusive Scottish tiefling (romanceable), a burning man, a Gith, and a Lawful Neutral Succubus Cleric that believes in no God (romanceable). Most of your adventures will take place in Sigil, with a short trip to Baator and Carceri. Sigil is beautiful and its districts are unique. Every ward has its theme, from the classic slums to the imposing government district. My favorite location has to be the Brothel of Slacking Intellectual Lusts. You meet a ghost of an ex-lover, a hag, a hive mind of rats, a pillar of skulls, a fallen Deva, and other unique characters. The game uses a modified version of the Infinity Engine. The engine makes these alien locations look good. Don't expect something fancy, but like all IE games, the engine does its job well. The sound is stellar. The music by Mark Morgan is amazing (Fall-from-Grace's theme, The Good Ending Theme, or the Credits Theme for example), and the voice acting is amazing. Overall the aesthetics are perfect. The narrative and story blend with the visuals and sound to bring a well-balanced and beautiful aesthetic. Functionality: Planescape Torment uses the Advanced Dungeons & Dragons system. Combat is not its main focus however but when it happens the spells are gorgeous. Every companion is unique, with their own style and abilities. You can change your character's class from the initial fighter class to mage or thief, but be careful to check the multi-class rules, for example as a fighter, you get more hp if you level than you get by leveling as a mage (you can level fighter first then multi-class into a mage for example). The game can be difficult if you do not know the AD&D system. Combat is not often but when it is it can be hard. BEWARE! You can be very evil, but be careful about attacking people in Sigil, The Lady of Pain won't like it! I did not encounter game-breaking bugs, crashes, or major spelling mistakes. Enjoyment: I greatly enjoyed Planescape, I went in expecting something similar to the Baldur's Gate series and was left speechless. In spite of it being text-heavy, I was never bored. The story and unique characters kept me wanting more. The game's ending was a cathartic moment for me. Probably the best ending to a video game I experienced to this date. In BG2TOB you ended up challenging Godhood. In Planescape Torment you challenge and accept a part of yourself. Conclusion: Planescape Torment Enhanced Edition is worth every penny. The game's story outclasses most games even today. This game deserves all its awards and I dare say it is worth giving a shot even if you are not a fan of CRPGs. It was part of a lot of bundles and goes on sale regularly. It is well worth your money and your time. Other Notes: None at the moment.
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April 2024
I hate fantasy settings, I don't understand CRPGs, I never played D&D, I struggle with older games, YET I loved this experience. The ultimate "Even-if-you-hate-everything-about-it-you-should-try-it" title.
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March 2024
You've woken up in the mortuary... again . Intrigue is a tough beast to tackle. You may suddenly find yourself in the "tries too hard" territory, and after that nothing you can do can quite reignite the sense of wonder. Waking up in the mortuary is a simple premise, but nothing ground-breaking. I don't know how many times I've played a character that dodged death somehow. Oh, and we are also suffering from amnesia, which is also not new for anyone that played games in the last ten years. It's incredible how one word, again, is all it takes to turn this oft-trodden intro to an intriguing one. Like great opening sentences of great novels you see repeated ad nauseam on Pinterest or endless plethora of quote sites, this is the sentence that made me overcome my skepticism about Torment. Like most people playing Torment for the first time in 2020's, the only reason why I was curious about it was constant comparison to Disco Elysium. Initially though, I dismissed the comparisons as droning drivel of nostalgic old men that cannot accept the time moves on and art gets better and better by reiterating itself. Do I admit to be wrong about my initial skepticism about, though? Well, it depends. Torment is flirting with DND conventions while it subjects them to a tireless but playful deconstruction. It's crystal clear why it has been thought to be a revolution for its time, but like revolutions between 1789 and 1917, first revolution opens the path of a second revolution which always turns out to be more successful and staunch in it's breaking of existing order. For all its deconstruction of RPG elements, such as making death inconsequential, Torment is still a product of its time. Unlike Disco Elysium, Torment still features combat which is only passable, morality is blurred compared to its contemporaries but there is still a clear demarcation between good and evil. The game's world doesn't reflect the consequences of events except for a few parts of the story, which also results in disconnect between your actions and their consequences. Yet, it's a revolution. The grand quest of Torment is not save the world (well it is, but at the same time it's not) but it is to "know thyself". For all the times I played an amnesiac character (Disco included), I never had felt such a compelling urge to *know*. Know who I am, know my past, know where I am, know who my companions, my enemies and my friends are, know what their and greater powers' motives are. Achieving that knowledge -and that knowledge is never mundane- is the only way to accomplish the grand quest. Like a good TV series Torment is excellent at dragging on a mystery and keep you restless until you find the answer to your questions. For example there is an item you'll get early on in the game and you'll not know its purpose and why a certain character was looking for it, its useless use prompt mocking your attempts to extract knowledge from it. A companion will have a diary that tells you "a lady must have her secrets" when you try to use it no matter what your skills are is another brilliant example of creating mystery and suspense, accepting that not all mysteries can have comprehensive answers, just like in real life. How much knowledge I had changed how I perceived the game as well. I had woken up in the mortuary... again, as an amnesiac and there was a talking humorous skull next to me, alongside zombie workers that I could mock for inability to speak. Asking every possible question in childlike curiosity and innocence, cracking jokes and being a douchebag from time to time was how perceived Sigil for the first time. Only when the questions started to unravel themselves, albeit slowly, I started to feel the synchronicity caused by my lack of knowledge. This limit set by synchronicity was conquered with more knowledge, leading to melancholy, disgust and anger towards your pre-amnesia and early-game actions around midgame. This is an accomplishment of excellent writing. The way Torment makes me care about actions that I, the player, didn't even commit while some games leave me apathetic about the actions I actually commit is all thanks to the writing. Visually, there isn't much, Three and a half pixels comprising a characters face is not going to be able to tell you their emotions. But believe me, you will feel what the game wants you to feel when a character tells you that "*KNOW* that it is not my *WILL* for you to know this" and you still go through because you want to extract that information. A generic fantasy RPG NPC will answer your question with "Who am I? You might as well ask a grain of sand for its name, cutter, because that's how important I am." and if you have an ounce of empathy you will share his feeling of uselessness. These are the simplest examples that don't spoil much but know that Torment really excels in the lost art of tirade-like long monologues and philosophical one-liners that will make you think about the questions they present. Nevertheless, Torment is not the revolution in its full glory. No matter how much I loved the game, no matter how many times I tried to answer the question "What can change the nature of a man" and created my own subset of questions and had enjoyed hours of fixating on a wall thinking "Is it a full life if nothing changed the nature of a man?", "Does love change the nature of a man or does it only mask it?", "Do you judge a man based on his nature changed by regret or by all his actions?" etc. Torment is still dependent on killing to progress the story. There are claims online that you only need to do four mandatory boss fights and everything else is optional, but running away from hordes of mobs that can stun lock you while is not engaging (or tolerable) gameplay. Combat is nothing to write home about, there are no synergies you can utilise between characters, loot and items are limited, never had I the feeling that I was overpowered and late game gets very combat heavy significantly reducing the impact of strong writing in-between. I've thought of quitting Torment multiple times, I'm glad that I didn't. I love melancholic games, I love games that make me use my grey cells, especially if they manage to do so outside of their own context and Torment scratched that Disco itch I had for the last three years. I also was pleasantly surprised to see how much Disco owed to Torment and how many similarities there were between them. It's not a common occurrence when I complete a product of art, I light up a cigarette and the only word that echoes in my cranium is "wow", again and again. It was one of those rare occasions. Wow. You've woken up in the mortuary... again /10
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Feb. 2024
Believe the hype. I decided to play this game thanks to Noah Caldwell-Gervais' video essay. After several false starts over the years, I finally managed to finish the game. I would usually stop after a crash and get distracted by another release. After making through the opening sections of the narrative, I was hooked. The depth of the dialogue system in this games has great depth and every choice felt like one that I owned. As I played, my growing understanding of the world of Planescape: Torment helped me make decisions with outcomes I expected, in contrast to my stumbling interrogations as a novice early on. My biggest advice for playing this game is to advise you that there will be a lot of reading. I am not an avid reader, but I do enjoy reading a good story. I can be, however, sometimes impatient. There was a point in the game where I had been playing late and rushed a bit of the story. I decided to replay that section of the game, not because I was lost, but because I felt like I missed out on a lot of the enjoyment by rushing. Going back with more energy, I was happy to replay the section and experience 2 hours of contents that I had missed or otherwise rushed through. As a narrative work, Planescape: Torment leaves little to be desired. Amnesia is a good launchpad for the player experience here, as the twists and turns of rediscovering yourself in the planes never leads to the expected, as it would in a story more realistically set. What I found especially pleasing is that, while the story unfolds in way that is simultaneously exciting and sensible. Exciting to me, the player, but sensible in the world of Planescape, where societies function within and are, in fact, built upon strange, but well-established rules and phenomena. In summary, if you like narrative, dialogue-drive games with memorable characters, I think you'll enjoy this game. If you coming from Baldur's Gate 3 to experience the Infinity Engine games for the first time, this is the narrative jewel, and you will find this entry to be the closest to BG3 in depth and consequence of player choices.
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Last Updates

Steam data 20 November 2024 12:07
SteamSpy data 18 December 2024 19:27
Steam price 23 December 2024 12:45
Steam reviews 23 December 2024 00:06
Planescape: Torment: Enhanced Edition
9.1
4,464
245
Online players
82
Developer
Beamdog
Publisher
Beamdog
Release 11 Apr 2017
Platforms
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