Hello, Skirmish Frogs, Tadpoles, and other assorted amphibians!
Earlier this year, I had the chance to interview Tim Donley–the Lead Artist of classic PC CRPG Planescape: Torment.
Released by Black Isle Studios December 12th, 1999, Planescape: Torment stunned players with its emphasis on exploration and discovery within a fantastically-written and strange world. Removing and even satirizing ‘critical’ elements of RPGs of the time such as death, a focus on combat with traditional fantasy creatures, and “damsels in distress, Torment is a self-aware ‘anti-RPG’ nestled in what many believe to be the golden age of the genre.
Even today, while not achieving widespread commercial success, it stands out as an odd and well-beloved example of what our medium is capable of beyond dragons and visceral shootybangs.
As it turns out, a game with such a unique premise and legacy also had a very unusual development process. Hit the link below for more on how being left alone by a corporate structure, giving the team the freedom to simply create, resulted in one of the best CRPGs of all time.