He tries to escape from the mortuary and further explores the city of Sigil. In these 33 hours, the players are introduced to the story’s protagonist, ‘the Nameless One’, who had just woken up in a mortuary. Why does it Take That Long to Beat Planescape Torment? ![]() You can even complete this game in almost 66 hours with a 100% walkthrough on PC and Xbox One. You can also play the main story along with the extras, on your mobile. And if you wish to play it leisurely, then you’ll need almost 27 hours for Nintendo Switch, 104 hours for PC, and 35 hours for PlayStation 4. If you want to beat this game fast, then it’ll take 11 hours on Nintendo Switch, 15 hours on PC, and 35 hours on PlayStation 4. But if you’re playing along with the extras, then for Nintendo Switch it will need 25 hours abs for PC, it will take 44 hours 35 minutes. ![]() For PC, it’ll be 33 hours 22 minutes and for PlayStation 4, it’s going to be 35 hours. If you are playing only the main story, then on Nintendo Switch it’ll take 19 hours 05 minutes. And the average time to complete the main story along with the extras is 44 hours.īut this time also differs based on what platform you’re using to play this game, and how you’re playing it. Thus, although the time is going to differ, the average time to beat only the main story of “Planescape Torment” is almost 33 hours. This is because some players wish to play and complete that game slowly, while some are eager to finish the game, mostly because the game is addictive and they’re good at it. When you are playing a video game, the time it takes to beat that game depends on the player to the player. The latter case, though, means that this book can help the player find the game itself more interesting.How Long to Beat Planescape Torment? Single-player That kind of information can help improve one's gameplay generally and help bail the player out of annoying "I keep dying there" situations. The first case covers such matters as the need to invest in enchanted weapons when fighting abishai, preferred types of weapons in dealing with the undead, and so on. that a player may overlook if he or she doesn't think to experiment in the right way. I'm thinking primarily of two types of information that don't depend on numbers: - general information about effectiveness of various kinds of attacks on specific types of monsters, and - specifics about how to get at quests, game areas, special abilities, etc. What I can say is that using the tables as the sole criterion for judging the value of this book dismisses a great deal of other valuable information herein. Personally, I can't speak to the accuracy of the tables' numbers. Given the sheer volume of information, it's likely that the tables aren't perfect. Likewise, GEAR covers all the objects in the game (including weapons), and SPELLS AND SPECIAL ABILITIES provides analogous information. For example, every kind of critter in the game has a description in the ALL CREATURES GREAT AND SMALL section, accompanied by a table describing such matters as its Armor Class, Hit Points, etc. I'm aware that this book has attracted some criticism regarding the accuracy of the numbers in part 1's tables. ![]() Chapter 5 is the most spoiler-heavy of part 1's chapters, thanks to the detailed discussion of Event Tattoos (available only after achieving certain actions in the game). (It also compares/contrasts TORMENT with BALDUR'S GATE: similar interfaces but some specialization for TORMENT.) Chapters 2 - 4 cover creatures, gear, and spells/special abilities, while 5 is devoted entirely to tattoos. Chapter 1 ("Genesis") discusses character generation in detail, explains the general principles of fighting, and provides an overview of alignments and factions. Part 1 contains 5 chapters of the book's 16. While anyone consulting a strategy guide should've waived the right to complain too much about spoilers, it is possible (with some care about not reading too far ahead) to consult specific sections for specific problems. PART 2, of course, provides the most spoilers for the game, but certain sections of PART 1 also contain spoilers. The book's chapters are grouped into two parts, where PART 1: A WORLD OF TORMENT provides an overview and PART 2: FOLLOW THE GREAT ROAD is a detailed walkthrough. The obvious question for a book like this is, why should a reader listen to these people? In this case: - Avellone was Lead Designer on PLANESCAPE: TORMENT in its incarnation as a computer game - Norton wrote the manual - McComb, another of the game's designers, followed TORMENT over to Interplay from TSR, having worked on the Planescape campaign setting there.
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