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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