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Psychonauts Beyond Bizarre

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Archived from groups: alt.games.video.sony-playstation2 (More info?)

Phew, I've gotten about one-half to two-thirds of the way through this game,
and I must say, it's one of the strangest platformers I've ever played.

If Tim Burton had a favorite video game, this might be it.

The art direction, voice acting, and music score are all brilliant.

What leaves something to be desired is the game play. Fussy controls and
over-the-top complexity hamper the fun.

All platform game designers -- heck, all game designers -- should be
required to study the Ratchet & Clank games. Those games are so much fun to
play, with simple controls, brilliantly designed levels, and easy-to-use
weapons.

So IMO Psychonauts doesn't quite qualify as an A title, although it's
diverting enough to hold the attention until the heavy artillery starts
rolling out in September...

My ratings (out of 5): Graphics: 4.5; Sound: 5; Controls: 3; Fun: 3; Replay
value: 3. Overall: 3.75.

More about : psychonauts bizarre

Archived from groups: alt.games.video.sony-playstation2 (More info?)

> Phew, I've gotten about one-half to two-thirds of the way through this
> game, and I must say, it's one of the strangest platformers I've ever
> played.
>
> If Tim Burton had a favorite video game, this might be it.
>
> The art direction, voice acting, and music score are all brilliant.
>
> What leaves something to be desired is the game play. Fussy controls
> and over-the-top complexity hamper the fun.
>
> All platform game designers -- heck, all game designers -- should be
> required to study the Ratchet & Clank games. Those games are so much
> fun to play, with simple controls, brilliantly designed levels, and
> easy-to-use weapons.
>
> So IMO Psychonauts doesn't quite qualify as an A title, although it's
> diverting enough to hold the attention until the heavy artillery
> starts rolling out in September...
>
> My ratings (out of 5): Graphics: 4.5; Sound: 5; Controls: 3; Fun: 3;
> Replay value: 3. Overall: 3.75.
>
>
>

Having played the XBOX version, I have to ask what issues you have with
the controls?

The only 'problem' I had was a comon issue with all 3D games: Get up
against a wall, and the camera goes 'bonkers'.

I love the game. I am at 'the point of no return' of my fifth play-
through. I highly recommend at least one replay to everyone Talk to
everyone, everytime you see them.

Archived from groups: alt.games.video.sony-playstation2 (More info?)

Maybe the controls are tighter/easier in the Xbox version, but on the PS2,
the lock-on-target control often fails to work (mostly in a boss battle,
when you need it most), there is the constant need to stop the action and
remap functions to the shoulder buttons, and some functions just feel to me
unnecessarily complicated, like having to push a second shoulder button to
switch from levitate to float.

Again, I think this game would have been more fun if things were streamlined
and simplified. That includes all the stuff you have to collect, the need
to process the stuff you collect at HQ, etc. On the PS2, there are also
frequent pauses for screen loads, which is annoying as well.

It's just too much... Again, maybe the problem here is in part the PS2 or
the port, not the game.

"TheLightsAreOn" <fake@thisaddress.com> wrote in message
news:Xns96A0C667CD894fakethisaddresscom@216.196.97.136...
> > Phew, I've gotten about one-half to two-thirds of the way through this
> > game, and I must say, it's one of the strangest platformers I've ever
> > played.
> >
> > If Tim Burton had a favorite video game, this might be it.
> >
> > The art direction, voice acting, and music score are all brilliant.
> >
> > What leaves something to be desired is the game play. Fussy controls
> > and over-the-top complexity hamper the fun.
> >
> > All platform game designers -- heck, all game designers -- should be
> > required to study the Ratchet & Clank games. Those games are so much
> > fun to play, with simple controls, brilliantly designed levels, and
> > easy-to-use weapons.
> >
> > So IMO Psychonauts doesn't quite qualify as an A title, although it's
> > diverting enough to hold the attention until the heavy artillery
> > starts rolling out in September...
> >
> > My ratings (out of 5): Graphics: 4.5; Sound: 5; Controls: 3; Fun: 3;
> > Replay value: 3. Overall: 3.75.
> >
> >
> >
>
> Having played the XBOX version, I have to ask what issues you have with
> the controls?
>
> The only 'problem' I had was a comon issue with all 3D games: Get up
> against a wall, and the camera goes 'bonkers'.
>
> I love the game. I am at 'the point of no return' of my fifth play-
> through. I highly recommend at least one replay to everyone Talk to
> everyone, everytime you see them.

Archived from groups: alt.games.video.sony-playstation2 (More info?)

On Wed, 27 Jul 2005 21:30:11 -0500, TheLightsAreOn
<fake@thisaddress.com> wrote:

>The only 'problem' I had was a comon issue with all 3D games: Get up
>against a wall, and the camera goes 'bonkers'.

I don't see why a camera can't maintain the same distance and then any
wall that is between the camera and the player go semi-transparent. So
you can still see the player, but you realise there's a wall there.
Forcing the camera to stay in the same game-world as the player just
doesn't make sense to me. We're not supposed to believe there's a
camera crew following, are we?!


andyt

Archived from groups: alt.games.video.sony-playstation2 (More info?)

> Maybe the controls are tighter/easier in the Xbox version, but on the
> PS2, the lock-on-target control often fails to work (mostly in a boss
> battle, when you need it most), there is the constant need to stop the
> action and remap functions to the shoulder buttons, and some functions
> just feel to me unnecessarily complicated, like having to push a
> second shoulder button to switch from levitate to float.
>
> Again, I think this game would have been more fun if things were
> streamlined and simplified. That includes all the stuff you have to
> collect, the need to process the stuff you collect at HQ, etc. On the
> PS2, there are also frequent pauses for screen loads, which is
> annoying as well.
>
> It's just too much... Again, maybe the problem here is in part the
> PS2 or the port, not the game.
>
> "TheLightsAreOn" <fake@thisaddress.com> wrote in message
> news:Xns96A0C667CD894fakethisaddresscom@216.196.97.136...
>> > Phew, I've gotten about one-half to two-thirds of the way through
>> > this game, and I must say, it's one of the strangest platformers
>> > I've ever played.
>> >
>> > If Tim Burton had a favorite video game, this might be it.
>> >
>> > The art direction, voice acting, and music score are all brilliant.
>> >
>> > What leaves something to be desired is the game play. Fussy
>> > controls and over-the-top complexity hamper the fun.
>> >
>> > All platform game designers -- heck, all game designers -- should
>> > be required to study the Ratchet & Clank games. Those games are so
>> > much fun to play, with simple controls, brilliantly designed
>> > levels, and easy-to-use weapons.
>> >
>> > So IMO Psychonauts doesn't quite qualify as an A title, although
>> > it's diverting enough to hold the attention until the heavy
>> > artillery starts rolling out in September...
>> >
>> > My ratings (out of 5): Graphics: 4.5; Sound: 5; Controls: 3; Fun:
>> > 3; Replay value: 3. Overall: 3.75.
>> >
>> >
>> >
>>
>> Having played the XBOX version, I have to ask what issues you have
>> with the controls?
>>
>> The only 'problem' I had was a comon issue with all 3D games: Get up
>> against a wall, and the camera goes 'bonkers'.
>>
>> I love the game. I am at 'the point of no return' of my fifth play-
>> through. I highly recommend at least one replay to everyone Talk to
>> everyone, everytime you see them.
>
>

I see where you are coming from now. I guess after practially memorising
the entire game, I know in advance which powers to ready. I think I am
in a small minority who HATES the PS2 controller. It just doesn't sit
right in my hands. It doesn't stop me from enjoying games like R-Type
Final, Gradius V, Silpheed (stop me if you see a pattern). I am also in
a larger minority (but a minotiry non the less) who prefers the Duke
controller over the S for the XBOX. Go figure.

About the camera, There was a camera operator in Mario 64. You are
introduced to him at the begining of the game, and you can see him later
in a mirror.

Archived from groups: alt.games.video.sony-playstation2 (More info?)

Andy Turner wrote:
> On Wed, 27 Jul 2005 21:30:11 -0500, TheLightsAreOn
> <fake@thisaddress.com> wrote:
>
>> The only 'problem' I had was a comon issue with all 3D games: Get
>> up against a wall, and the camera goes 'bonkers'.
>
> I don't see why a camera can't maintain the same distance and then
> any wall that is between the camera and the player go
> semi-transparent. So you can still see the player, but you realise
> there's a wall there. Forcing the camera to stay in the same
> game-world as the player just doesn't make sense to me. We're not
> supposed to believe there's a camera crew following, are we?!

The problem I'd see with doing that is that you then have that many
more poly faces which you then have to determine (when pre-building the
map, or in real-time) whether or not the camera should be able to see
them. Within the game room, that's already been defined. Adding that
particular wrinkle means that there's additional complexity - ever
stepped "outside" of a map or "fallen" out of it on any 3D game?
Suddenly, you can see the entire box frames of the level. To do what
you're suggesting above is feasible, but it either adds that many more
vertices for the camera to consider real-time, or the views have to be
pre-compiled, making the levels larger in memory and thus requiring
longer load times or possibly exceeding size constraints on the console.

Of course, I could be talking completely out of my ass, since I'm no
game engine programmer, nor even a designed - all I ever did was some
fairly amateur Quake mapmaking. Someone with a clue, correct me
(preferrably without undue humiliation) if I'm wrong? :p 

--
Scott Thomas, thomass@cs.rose-hulman.edu
http://www.cs.rose-hulman.edu/~thomass/
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