
With near-perfect execution, Planescape: Torment: Enhanced Edition is a must-play for any adventure fan.
90
Verdict
95%
Steam
80
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (95% positive from 5K reviews)
Compelling narrative and story
Outstanding soundtrack
No significant drawbacks reported
Planescape: Torment is a 1999 role-playing video game developed by Black Isle Studios and published by Interplay Entertainment for Windows. The game takes place in locations from the multiverse of Planescape, a Dungeons & Dragons (D&D) fantasy campaign setting. The game's engine is a modified version of the Infinity Engine, which was used previously for BioWare's Baldur's Gate, an earlier D&D game set in the Forgotten Realms.

Runs well on modern hardware.
Last updated 10d ago
I just finished Planescape: Torment and I honestly don't know what to do with myself now. This game is more than a game. It feels like a book, a philosophical journey, and a deeply personal story all wrapped into one. I have been playing games since the 90s and I am genuinely shocked that in 2026 I could still find a game that feels this fresh, unique, and unlike anything else I have ever played. The story of the Nameless One is tragic, fascinating, and surprisingly human. The writing is on another level. The dialogues, quests, and characters are some of the best I have ever encountered in any video game. Not once did I feel like I was clicking through text just to get to the next objective. I wanted to read everything. And yes, there is a LOT of reading. Sometimes hours of reading. If that sounds terrible to you, this may not be your game. If that sounds exciting, you are in for something special. The companions deserve their own paragraph. There are not many of them, but I would take these companions over a cast of fifty forgettable characters any day. Dak'kon and Morte are, in my opinion, among the greatest characters ever written in gaming. What I loved most is that every companion has their own story, their own wounds, their own perspective, and yet all of them somehow circle around the same question: What can change the nature of a man? The world-building is incredible. Sigil is one of the most fascinating settings I have ever explored. Every district, every plane, every strange character feels like it belongs there. Even after all these years, the setting feels more imaginative than many modern fantasy worlds. Not everything is perfect. Combat is probably the weakest part of the game. Character progression is fairly shallow by modern standards. Some storylines and character arcs left me wishing there was more. There were moments where I wanted to spend another ten hours with certain characters and simply couldn't. But somehow those flaws barely matter. What I will remember is the atmosphere. Mark Morgan's soundtrack is haunting and beautiful. What I will remember is the feeling of slowly getting to know these companions until they stopped feeling like party members and started feeling like old friends. What I will remember is the melancholy that settled in as I realized the journey was coming to an end. This is a sad game. It is thoughtful, emotional, painful, and beautiful. It is a game about identity, regret, guilt, redemption, mortality, and hope. It asks you to understand people instead of judging them. It asks you to look beyond appearances and easy answers. It asks you to think. And now that it is over, I feel the same way I feel after finishing a great book: grateful that I experienced it and sad that I can't experience it for the first time again. I am genuinely sorry that this journey is over. I don't think I will ever forget Dak'kon, Morte, Annah, Fall-from-Grace, Nordom, or the strange city of Sigil. And I don't think I will ever stop thinking about the question the game asks: What can change the nature of a man?
A masterpiece of storytelling. It’s one of my favourite RPGs of all time, probably my favourite pnc adventure ever made. The environments are stunning, feeling both desperately lived in and full of life. The companions are genuinely memorable, the world is rich with lore that keeps rewarding your curiosity, and every part of the game feels crafted with care. The saddest part is that they just don’t make games like this. It’s a rare anomaly, and that’s exactly what makes it so special.
Stop removing Creative EAX support from the games. I don't care if there's some legal obstacle or if your programmers are so incompetent they can't even steal the implementation for OpenAL DirectSound emulators, EAX was a vital part of the original games and their sound design immersion and you simply butchered them for no reason whatsoever. From Planescape mortuary, Irenicus' Dungeon to Underdark in Icewind Dale 2, those effects were a part of the original games and you had no right to remove them. You could have simply left them in the code and remove the option from the UI if you thought it would be "confusing to players" so we can enable it ourselves in engine config and use software emulation but no, instead you had to remove the codepath entirely. I really hope you just go out of business for doing that to IE games.
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