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| Google Image Search failed me spectacularly on that one. |
Oh, right. Psychonauts.
So, I had a really similar problem with this game as I had with Anachronox awhile back: namely, everything around the gameplay is just peachy-keen wonderful, but the game itself is so frustrating to play through that it casts a pall on the good stuff. As you may have heard from others, Psychonauts's story is fantastic. It's sense of place, world construction, voice acting, character building, plot, background music, and lots of other things (up to and including Mr. Pokeylope) are amazing. It's the rare game that truly succeeds in making you feel like you've stepped into another world, while simultaneously managing to work on a symbolic level. It's quite an achievement.
See, the levels you explore (mostly through platforming) are supposed to be the interiors of different people's psyches. And this is pulled off with the utmost cleverness. There's a lot of symbolism to be had, while the coming-of-age story at the heart of things is charming enough that if you don't want to think too hard about things like the Censors or the Emotional Baggage, then that's just fine. But there's a lot more here than we've come to expect from a video game. And that's great.
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| Emotional Baggage SCREAMS FOR YOUR WRINKLY CLOTHES |
In most parts of the game, you just around and punch things. It's a 3D platformer in the vein of Super Mario 64. All this action takes place in the wonderfully realized world I was raving about earlier.
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| "This land is my land / this land is your land / this land is replete with / giant fish-women!" |
Until it does, and then it does something crazy that makes you want to tear everything's hair out. At points, this game started to remind me of Rebel Assault, which is a game that summons the dark warg-riders of the underworld through the mere mention of its title 50% of the time (I rolled my saving throw, so we're safe) because it is just...so...fucking...terrible. But why is it terrible? Because it's one of those "jack of all trades"-style games: every ten minutes you're doing something completely different, and none of the modes of gameplay have received enough attention and quality control to be compelling on its own, let alone as part of a smorgasbord of half-baked interfaces, steering controls, and the like.
Though the game's in-psyche conceit is brilliantly realized story-wise, it leads to a lot of confusing gameplay moments. For example, in one level you explore the mind of a failed descendant of Napoleon by facing off with Napoleon himself on a hex-style war game board (in the descendant's mind). You move from place to place on the board, while shrinking down to visit the inhabitants of different buildings, winning them over to your friend's cause, all before causing them to manifest into pieces on the board that you can move around to win the game. Sounds really clever and awesome, right? Well, it is.
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| Above: Awesome. |
In the end, I blasted through the final four or so hours in one go because I was so bored at the repetitive nature of the platforming (occasionally broken up by a totally nonintuitive spatial puzzle of some sort) that I just wanted to see the end of the game. And yeah, the end is totally perfect from a story perspective, and ties a lot of the earlier themes and symbolism together in a satisfying way. And the fact that I can even write that about a video game is awesome. But also, the last boss battle requires you to die a great many times before you realize the bizarrely unobvious combination of techniques that will allow you to win, so it's a final kick in the nuts while at the same time being a satisfying resolution of the story. Like if Lord of the Rings fired a potato gun into your crotch at the exact moment that Frodo destroyed the One Ring.
God DAMMIT.




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