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It is not unaltered. The UI, the sprites, and the music has been altered. I am not sure what they meant with changing the music. I suspect it is just a better quality version of it. If they actually changed the music....that would be very bad.
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Lebesgue: You are basically saying me that people should not be upset that they need to pay more for a product.
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ydobemos: Like I said, the original version can still be bought on disc. In fact it's cheaper on disc than on GOG.
Yeah...and the original discs are so easy to get working on Windows 10 and the like.
Post edited March 29, 2017 by Stig79
That Chris Avallone is heavily involved in this gives me hope that some of the mistakes made with the Baldur Gate's games will not be repeated.
As I didn't play Torment yet, but added it to the infamous pile some weeks ago - to play before Numera (should I ever find the time) - ... I rather wonder if there is going to be some way to... "upgrade"?! Wouldn't like to re-buy now...
Post edited March 29, 2017 by dyn4mique341
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dudalb: That Chris Avallone is heavily involved in this gives me hope that some of the mistakes made with the Baldur Gate's games will not be repeated.
Heavily involved, my ass. He just oversaw the changes. Thats it. Avellone has been busy with Tides of Numenera.
high rated
Here additional Info to the Enhanced Version from Beamdog Forum:

In addition, here are some design decisions that we made (Alex Tomovic is the PST:EE Project Lead):
No new party members, quests, NPCs, areas or cinematic movies
No new writing by anyone except Chris Avellone. In case you're wondering, Chris wrote a couple of new journal entries, adjusted a few special ability (i.e. Morte's Skull Mob) textual descriptions and composed the text that is displayed on the new "Welcome Screen". He also designed the Steam Achievements (wrote the text and specified the icon appearance) and named the new main menu buttons (i.e. Options = Alter Senses)
No changes to existing writing except for a proofreading pass of the original game text by Chris Avellone (he asked to do this)
No kits/classes/races/spells/items from BG2 or IWD
No changes to the combat and general gameplay
No "Story Mode" or "Heart of Fury" difficulty settings
No multiplayer
Note that when we say "writing" we're referring to the text that the player can access within the gameworld i.e. by talking to NPCs, inspecting objects, spells, items and the journal. That doesn't include text that is accessed outside of the gameworld such as the technical descriptions which explain how new UI options like "Zoom Lock" or "Hardware Mouse Cursor" function. The descriptions of those options were written by the developers who worked on implementing them, not by Chris Avellone.

Soundtrack.

We had access to the original, uncompressed versions of the music tracks which were then used for the remastering process.

Mark Morgan wasn't involved directly.

Outlines and sprites.

And for people asking about the black outlines and blurry sprites, here's a pixel perfect 1080p screenshot with most of the EE options turned off.

http://planescape.com/img/screenshots/desktop/03.png

That should be the closest to the original game + widescreen mod.

Portraits.

We didn't have access to the source art for the original animated portraits and movies.

Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and we felt that doing that would alter the feel of the original game too much.

Combat AI.

The combat and general gameplay of the original game were left unchanged for PST:EE.

Altering those within the base game (without making it optional) didn't feel right to us.

PST Fixpack.

For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it. During development, the fixpack has undergone a thorough review by the PST:EE team and Chris Avellone was consulted whenever there was uncertainty. As a result, all objective bugfixes have been integrated into PST:EE.

Note that some of the more subjective fixpack changes have been deliberately left out for PST:EE because they contradicted the original (Black Isle) developer intent. This is not Qwinn's fault, as he didn't have access to the original PST design documents (which we do) nor to the PST source code (which we also have) so he had no way of knowing. As an example, PST:EE leaves out the fixpack change that gave enemies the ability to run towards the player while engaged in combat. The original design documents and the source code both confirm that enemies were deliberately prevented from running in that situation.

Unfinished Business.

We obtained permission to use the Unfinished Business mod, but decided not to after some internal discussions.

If/when the mod is updated for PST:EE people will still be able to install it, if they are so inclined.




Which mods, or parts of mods, for PST are included in PST:EE?

Qwinn's PST Fixpack has undergone a thorough review by the PST:EE development team. With Qwinn's permission, we've integrated most of the content from that mod into PST:EE. Other changes were left out as some of them had been cut from the original game on purpose.

And an addition.

PST:EE is the canonical version of the game in terms of the content.

We've been working with Chris Avellone on it, and his stance is that some of the content that was cut from Planescape: Torment was cut for a reason, so we didn't want to include Unfinished Business since it wouldn't be the canonical version of the game.
Post edited March 29, 2017 by Glurak18
low rated
That screenshot with all the outlines and crap switched off, actually looks pretty ok. Better than in the BG EE versions with all the stuff switched off.

I'd like to see more screenshots of the game with that stuff switched off, though. More zoomed in etc.
Post edited March 29, 2017 by Stig79
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Glurak18: Here additional Info to the Enhanced Version from Beamdog Forum:
...
Thanks for posting this, it's more reassuring considering the previous EEs...
low rated
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Glurak18: Here additional Info to the Enhanced Version from Beamdog Forum:
...
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Cocodor: Thanks for posting this, it's more reassuring considering the previous EEs...
Huh, yeah it actually is reassuring. Maybe Beamdog learned to respect the source material after all. They seemed way to full of themselves to be humbled, but maybe they grew up a bit after all.
low rated
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Cocodor: Thanks for posting this, it's more reassuring considering the previous EEs...
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Namrok: Huh, yeah it actually is reassuring. Maybe Beamdog learned to respect the source material after all. They seemed way to full of themselves to be humbled, but maybe they grew up a bit after all.
Just wait til they do BG3.
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Cocodor: Thanks for posting this, it's more reassuring considering the previous EEs...
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Namrok: Huh, yeah it actually is reassuring. Maybe Beamdog learned to respect the source material after all. They seemed way to full of themselves to be humbled, but maybe they grew up a bit after all.
Perhaps, after all the backlash from buggy releases, poor new content and odd changes as well as Dragonspear i belive they were forced to switch gears. What i could learn from the forums it seems that various people left the studio (specificly the writer if im not wrong)

I dont feel i will give them my money yet, they have a lot of ill will to make up for.
One of the lead writers left, yes. But she wasn't the one that tried to play the victim and label all criticism towards the bugs, and all that, as "It is all about transphobia". And then begged for good reviews because of it. That was the CEO.

They alienated a huge pile of the fans by labeling then transphobic and bigots when all they really did was complain about the bugs, the shitty sprites, and the gigantic plot-holes in SoD.
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Glurak18: PST Fixpack.

For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it. During development, the fixpack has undergone a thorough review by the PST:EE team and Chris Avellone was consulted whenever there was uncertainty. As a result, all objective bugfixes have been integrated into PST:EE.

Note that some of the more subjective fixpack changes have been deliberately left out for PST:EE because they contradicted the original (Black Isle) developer intent. This is not Qwinn's fault, as he didn't have access to the original PST design documents (which we do) nor to the PST source code (which we also have) so he had no way of knowing. As an example, PST:EE leaves out the fixpack change that gave enemies the ability to run towards the player while engaged in combat. The original design documents and the source code both confirm that enemies were deliberately prevented from running in that situation.
I would be interested in a complete list of all the "fixes" from the fixpack that were rejected for the EE.
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Glurak18: Here additional Info to the Enhanced Version from Beamdog Forum:

In addition, here are some design decisions that we made (Alex Tomovic is the PST:EE Project Lead):
No new party members, quests, NPCs, areas or cinematic movies
No new writing by anyone except Chris Avellone. In case you're wondering, Chris wrote a couple of new journal entries, adjusted a few special ability (i.e. Morte's Skull Mob) textual descriptions and composed the text that is displayed on the new "Welcome Screen". He also designed the Steam Achievements (wrote the text and specified the icon appearance) and named the new main menu buttons (i.e. Options = Alter Senses)
No changes to existing writing except for a proofreading pass of the original game text by Chris Avellone (he asked to do this)
No kits/classes/races/spells/items from BG2 or IWD
No changes to the combat and general gameplay
No "Story Mode" or "Heart of Fury" difficulty settings
No multiplayer
Note that when we say "writing" we're referring to the text that the player can access within the gameworld i.e. by talking to NPCs, inspecting objects, spells, items and the journal. That doesn't include text that is accessed outside of the gameworld such as the technical descriptions which explain how new UI options like "Zoom Lock" or "Hardware Mouse Cursor" function. The descriptions of those options were written by the developers who worked on implementing them, not by Chris Avellone.

Soundtrack.

We had access to the original, uncompressed versions of the music tracks which were then used for the remastering process.

Mark Morgan wasn't involved directly.

Outlines and sprites.

And for people asking about the black outlines and blurry sprites, here's a pixel perfect 1080p screenshot with most of the EE options turned off.

http://planescape.com/img/screenshots/desktop/03.png

That should be the closest to the original game + widescreen mod.

Portraits.

We didn't have access to the source art for the original animated portraits and movies.

Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and we felt that doing that would alter the feel of the original game too much.

Combat AI.

The combat and general gameplay of the original game were left unchanged for PST:EE.

Altering those within the base game (without making it optional) didn't feel right to us.

PST Fixpack.

For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it. During development, the fixpack has undergone a thorough review by the PST:EE team and Chris Avellone was consulted whenever there was uncertainty. As a result, all objective bugfixes have been integrated into PST:EE.

Note that some of the more subjective fixpack changes have been deliberately left out for PST:EE because they contradicted the original (Black Isle) developer intent. This is not Qwinn's fault, as he didn't have access to the original PST design documents (which we do) nor to the PST source code (which we also have) so he had no way of knowing. As an example, PST:EE leaves out the fixpack change that gave enemies the ability to run towards the player while engaged in combat. The original design documents and the source code both confirm that enemies were deliberately prevented from running in that situation.

Unfinished Business.

We obtained permission to use the Unfinished Business mod, but decided not to after some internal discussions.

If/when the mod is updated for PST:EE people will still be able to install it, if they are so inclined.

Which mods, or parts of mods, for PST are included in PST:EE?

Qwinn's PST Fixpack has undergone a thorough review by the PST:EE development team. With Qwinn's permission, we've integrated most of the content from that mod into PST:EE. Other changes were left out as some of them had been cut from the original game on purpose.

And an addition.

PST:EE is the canonical version of the game in terms of the content.

We've been working with Chris Avellone on it, and his stance is that some of the content that was cut from Planescape: Torment was cut for a reason, so we didn't want to include Unfinished Business since it wouldn't be the canonical version of the game.
This actually doesn't sound too bad.

IMO it's still a dick move for them to stop the sale of non-EE versions though.

I'll wait till it comes out before finalising my thoughts on this.
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Glurak18: Here additional Info to the Enhanced Version from Beamdog Forum:

In addition, here are some design decisions that we made (Alex Tomovic is the PST:EE Project Lead):
No new party members, quests, NPCs, areas or cinematic movies
No new writing by anyone except Chris Avellone. In case you're wondering, Chris wrote a couple of new journal entries, adjusted a few special ability (i.e. Morte's Skull Mob) textual descriptions and composed the text that is displayed on the new "Welcome Screen". He also designed the Steam Achievements (wrote the text and specified the icon appearance) and named the new main menu buttons (i.e. Options = Alter Senses)
No changes to existing writing except for a proofreading pass of the original game text by Chris Avellone (he asked to do this)
No kits/classes/races/spells/items from BG2 or IWD
No changes to the combat and general gameplay
No "Story Mode" or "Heart of Fury" difficulty settings
No multiplayer
Note that when we say "writing" we're referring to the text that the player can access within the gameworld i.e. by talking to NPCs, inspecting objects, spells, items and the journal. That doesn't include text that is accessed outside of the gameworld such as the technical descriptions which explain how new UI options like "Zoom Lock" or "Hardware Mouse Cursor" function. The descriptions of those options were written by the developers who worked on implementing them, not by Chris Avellone.

Soundtrack.

We had access to the original, uncompressed versions of the music tracks which were then used for the remastering process.

Mark Morgan wasn't involved directly.

Outlines and sprites.

And for people asking about the black outlines and blurry sprites, here's a pixel perfect 1080p screenshot with most of the EE options turned off.

http://planescape.com/img/screenshots/desktop/03.png

That should be the closest to the original game + widescreen mod.

Portraits.

We didn't have access to the source art for the original animated portraits and movies.

Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and we felt that doing that would alter the feel of the original game too much.

Combat AI.

The combat and general gameplay of the original game were left unchanged for PST:EE.

Altering those within the base game (without making it optional) didn't feel right to us.

PST Fixpack.

For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it. During development, the fixpack has undergone a thorough review by the PST:EE team and Chris Avellone was consulted whenever there was uncertainty. As a result, all objective bugfixes have been integrated into PST:EE.

Note that some of the more subjective fixpack changes have been deliberately left out for PST:EE because they contradicted the original (Black Isle) developer intent. This is not Qwinn's fault, as he didn't have access to the original PST design documents (which we do) nor to the PST source code (which we also have) so he had no way of knowing. As an example, PST:EE leaves out the fixpack change that gave enemies the ability to run towards the player while engaged in combat. The original design documents and the source code both confirm that enemies were deliberately prevented from running in that situation.

Unfinished Business.

We obtained permission to use the Unfinished Business mod, but decided not to after some internal discussions.

If/when the mod is updated for PST:EE people will still be able to install it, if they are so inclined.

Which mods, or parts of mods, for PST are included in PST:EE?

Qwinn's PST Fixpack has undergone a thorough review by the PST:EE development team. With Qwinn's permission, we've integrated most of the content from that mod into PST:EE. Other changes were left out as some of them had been cut from the original game on purpose.

And an addition.

PST:EE is the canonical version of the game in terms of the content.

We've been working with Chris Avellone on it, and his stance is that some of the content that was cut from Planescape: Torment was cut for a reason, so we didn't want to include Unfinished Business since it wouldn't be the canonical version of the game.
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squid830: This actually doesn't sound too bad.

IMO it's still a dick move for them to stop the sale of non-EE versions though.

I'll wait till it comes out before finalising my thoughts on this.
When the Classic versions merge with the EE version the reviews also merge. It will look like all the great reviews the classic got will be about the new version. Which means they are stealing praise from other people's work. I am sure they are well aware of that little side-effect.
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Muad.406: Even if the EE is good i feel strongly against pulling a game off the store just because a new more expensive version is out.
You will not have to pull the original version from sale when you do trust in your own work. Obviously they do not trust in it.