Finished: Planescape: Torment

With the sudden and dramatic red-ringing of my Xbox 360, and the couple weeks wait for a refurbished return, I took the opportunity to spend some time on the neglected portion of my play list, the PC games category. First up, the Black Isle AD&D classic with one of the worst cover designs in history, Planescape: Torment.

Actually finding the game was more difficult than it should have been. With services like Steam and GOG out there, why hasn’t this title been packaged in a tidy downloadable format? It may have something to do with the AD&D license or ownership, but Planescape: Torment is playable on GameTap (unfortunately in an unmoddable form), so someone has crossed that hurdle. Anyway, I came across a battered disc in the neglected software box in the garage, scrounged up disc two online, and was good to go.

The fan community surrounding Planescape: Torment is active, and in the decade since the game’s release, several patches and mods have been independently developed. Beyond the whole fixing bugs and typos thing, there’s a patch that completes and implements unfinished content, and another that enables higher resolutions and widescreen play. The overall improvement after installing the lot of ’em is striking, and really makes for a better gaming experience.

Planescape: Torment at 640×480:
Planscape 648x480

With the widescreen patch:
Planescape: Torment with resolution patch

Hell of a difference.

Now, even post-patching, Planescape still has elements that feel barren and unfinished, particularly those dealing with AD&D particulars. Aside from tattoos (which are treated like any other removable piece of gear, but usable by only a handful of characters) and jewelry, there is a distinct lack of wearable items, and by the game’s end, after days of play time, I still had characters in the party with empty equipment slots. The class differences felt shallow, possibly as a result of poor itemization, and the Thief class as a playable option probably should’ve been cut entirely.

More so than most other games, even within the genre, Planescape is a reader. Alongside the voluminous story-forwarding dialog and text elements, there’s a full journal of content that updates as the game progresses, and a myriad of dialog trees to be followed with each of your (up to five concurrent) party members. Unlike most other games, however, the writing is all solid stuff, and I was genuinely interested in the story progression, background, and relationships as I played.

The basic story treads a path that many others have worn beyond comfortable levels — powerful amnesiac who doesn’t know who or where he is (okay sure, it allows the player to learn as the character does), a wisecracking sidekick, and a mysterious big bad pulling the strings and generally making life difficult. The brilliant part of Planescape: Torment is how this was handled. Beyond the cliches, characters were well-developed, with unique qualities and individual motives and passions. The amnesiac story played out artfully with a satisfying culmination, and the fragments of memories and experiences peppered throughout the game gave it much of its color. And yes, as someone unfamiliar with the lore of AD&D’s Planescape, being given the opportunity to learn as the protagonist did was indeed helpful.

In fact, it’s the story that hoists Planescape: Torment above its CRPG siblings, causing one (at least after installing the community patches) to excuse any bugs or issues as minor quibbles. It really is a fun game to play, one of the best western rpgs to date, and well worth the effort to track down and get ahold of. Give it a run through if you haven’t, and let me know what you think.

Plus/Minus:
+ Expansive dialog, deep characters, excellent story.
+ Good ol’ Infinity Engine gameplay.
+ Solid soundtrack by Mark Morgan.
+ The Planescape setting was a refreshing take on traditional AD&D fantasy stomping grounds.
+ Awesome patching support from the community. Thanks, guys!

Poor itemization, especially wearable equipment.
Buggy in stock form.
Still not a fan of the box art.

Final grade: A

Howto: Add new art to your Madcatz Fightstick.

Rez Madcatz Fightstick

So, you’ve got your fancy new Madcatz Street Fighter IV Standard Fightstick (either because the Tournament Edition was sold out, or you’re the tinkering or budget-minded sort), and now you want to customize it a bit, maybe add a bit of your own spirit and identity, to help your eighty dollar joystick show that you too are a unique and individual flower.

The first thing you’ll want to do, even if you don’t really give a damn about the whole unique and individual thing, is replace the buttons. The stock Madcatz buttons are lousy (there’s a reason it’s $70 cheaper than the TE stick), and new Sanwa or Semitsu buttons are only a couple buck apiece. If you’re especially inclined, you can also replace the entire stick, or simply swap out the balltop or restrictor gate. I’m not gonna go into the hardware modding here, SRK forum member Sileighty’s Fightstick modding FAQ does an excellent job of giving you the info you’ll need for that stuff.

On to the art.

preparation.

What you’re gonna need:

  • A straight edge
  • Hobby knives – these are essential, and cheap. That three pack in the picture was fifteen bucks at the local hobby store.
  • Small Phillips screwdriver
  • A spudger. I’ve raved about spudgers before, but I’ll say it again. If you do any sort of screwing around with plastic hardware, get one of these.
  • Hopefully not a jury summons like I have in the photo above. Stupid civic duty.
  • Your replacement art. I’ll talk about that next.

Continue reading

link love 02-20-09

I had an idea the other night, that it’d be fun to chart out the Battlestar Galactica survivor count over the course of the series just to see what the graph looked like. Well, someone’s already done it.

POW

Arcade craft! Build your own Mario Bros POW block.

Jeff Roth has posted a writeup on the CoinOpSpace Tim Skelly chat. Next Wednesday’s chat is with Owen Ruben, creator of Major Havoc and Space Duel.

And lastly, Daniel Cook, the smartest man in the universe, reviews The Art of Game Design.

link love 02-13-09

Okay, so now you’ve got your Madcatz FightStick, and you want to mod it. Go here, and here.

Aquaria

David Rosen of Wolfire Games has been releasing a series of game design toursAquaria is his forth.

Joystiq visits the Pinball Hall of Fame. Also, Tim Arnold has purchased a new building, so the whole place will be moving up a couple blocks sometime in the near future, doubling the space for pins and arcade cabinets.

This is all over the internets, but just in case:
add Emoji to your US iPhone. squee!