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    Rate this article "Psychonauts"

    (4.43/5) 7 rates
    Janoka88, 25 september 2017 15:57

    Psychonauts

    It's a weird game but it's fun.

    Tim Schafer's name may already be familiar to the more experienced age group and adventure gamers, but for those who do not yet - they will, because with this game, Mr. Schafer has repeatedly secured himself in the history of game software history.

    Not to mention Tim Schafer's name, as this game was born during his development. His merit is a few milestones of adventure games like Monkey Island I-II, Full Throttle, Day of the Tentacle, and Grim Fandango. The artist left LucasArts behind, with some of his teammates from Grim Fandango team and new staff, he founded the Double Fine development company in the summer of 2000. In 2001 they announced their first project, a multiplayer game called Psychonauts. It was originally set to 2003 for release, but slipped two years. The reason for this was a standard procedure that was already a stereotypical problem for the video game world: hunting for publishers.

    Certainly, this game also had Vietnam, so it could finally get to our shelves. Microsoft was supposed to have been a publisher, but unexpectedly back in 2004. Though they did not give it a special reason, it was conceivable that Schafer was able to regain his speed of development work and the uniqueness of the game due to the meticulousness of Schafer. However, there was no need to worry about the lack of publishing, as five companies saw the opportunity at the same time. - but as the saying goes, there is only one left, so Double Fine chose Majesco. Finally, in April 2005, he appeared on three different platforms; Xbox, PS2 and of course PC; the size of the game is a complete DVD. Even before its release, it could be suspected that it would be a bit drunk (since it had received the most original feature of the show on 2002 at E3), but after being caught up in the store shelves, dozens of magazines had flooded it. But let's just say that it has failed in business terms like Grim Fandango, for it has saved less than 100,000 copies of it, and it was a curse to Majesco that its leader submitted his resignation ...

    EVERYTHING A SUMMER CAVE ...

    The story begins in a super-hit government facility called a summer camp where teenage children are trained as psychoists, that is, government agents who put their special mental capabilities into the home. The protagonist Raz (full name Razputin), a ten-year-old boy who is overwhelmed by mental energy and adventure, flies away from his father to become a psychonaut because the dear priest has other plans for his son's future. So Raz starts to go to his destiny

    The whole game begins with a longer intro, which gives suggestive references to the later threads of the story. Furthermore, it turns out that due to over-bureaucracy in the bureaucracy, parental leave is required for participation in training. Because we do not have this, we can not stay. The good news, however, is that they only come to us the next day, so we have a full day to learn the many psychic abilities and become psychonauts. At first hearing, there may not be much time available, but those who know the 24 series know how much can happen in one day. After Raz begins to master his mental abilities, a crazy scientist goes to world domination; we could say that the story is pretty stark (because it is) but its execution is brilliant. Evil tries to make plans to kidnap their kids from the camp and make it into a super-destructive mental tank as an energy source. We can not leave this either (or because we would sooner or later), so using our special abilities we have to stop the bad guy and recover the brains of our mates.

    After the video is broken, our first task will be to select which bed you want to sleep in the bungalow and to choose a nickname for yourself (which does not seem to be very useful for the first time, as it is only why Raz is still our hero, of course, is needed for profiling) . After doing this, a tiny camera management training just keeps back and finally gets control. For the first time, we can only bump into the settings menu, where it will be worth checking out the subtitles option, because we will have a lot of conversation. If we have set everything up to our needs, we can start our adventure. In the first minutes of the game, we have the opportunity to discover and discover the camp - more precisely just part of it, as we can not leave the bungalows around until our first mental mission is done. The detail and the reality of the camp are also worth mentioning: they are almost alive on the monitor - squirrels run everywhere, birds fly in the air, crickets bounce on the ground, the brook slides.

    INSIDE AND OUT

    I also appreciate the music and sound effects with a high score, because the makers have been very impressed with the style of music you are playing. In the camp, for example, a soft country music is mooted by our loudspeakers, while in the evening, mystical, relaxed music is sparkling with cricket fever. The music was written by Peter McConnell, who has long worked with Tim Schafer and played with music such as Grim Fandango, Monkey Island 3 and even a dozen or a dozen Star Wars titles. If there are recognitions, I can not leave any sync notes that make the humorous characters even joking.

    TRAVELING ON THE COPONY


    Our first task is to learn how to enter into other minds, how to extract information from there and how to put things back on. Although it may seem anatomical, the creators of the game have solved this. On the forehead of the characters, a mini-door appears, through which our conscious self (like our spirit) can enter the person's mind. This may sound strange, but to see it easier than to explain. In our journey we will turn into two worlds: in the real world and in the mental world. The former covers the entire camp of the camp, and later to the neighboring mental hospital where fibers will be later encountered, while the mental worlds are varied, individual dependent and thematic. For example, if we enter a brainwash of an actress, a theater will be waiting for us, but if we are in a man's mind who is proud of a soldier's past, we need to embark on a battle battlefield with airplanes, bombers and machine guns.

    Let me just say the structure of the game. There are lots of dream imagery on the mental paths. These are two-dimensional scribbles that we collect, gain experience points, and we can step up. We can fight up to 100 psycho levels (if we can get all the little things involved in the game). At certain levels, we can acquire new skills and develop existing ones. The higher the level we want to achieve, the bigger the playing time. There is a minimum of 7 hours to play, but if you want to be 100%, it can kick for up to 12 hours. There are no rescue points anywhere you can save except for bosshars. Control is comfortable and enjoyable, which is really commendable as we talk about a title made on multiple platforms. During the game, you can get a total of 8 psychic abilities like, for example, pyrocinesis (fire ignition with your thoughts), telekinesis (moving objects with thought), invisibility, etc.

    These skills can of course be applied to humans, so that we can cut down our enemies or blow them up. By the way, enemies: counter-characters do not have a particularly artificial intelligence, they just come after you and attack you, and even though you may not be overwhelmed by first-hand hearing, you can persuade people to play.

    Thanks for taking your time. Feel free to try out the game, you won't regret it!

    Rate this article Psychonauts

    (4.43/5) 7 rates

    Comments

    Classic game, I'll play it. Good review

    1 february 2019 09:39
    0

    it's a good game to waise your time

    27 september 2017 14:37
    0

    Great review, thanks a lot!

    25 april 2020 16:03
    0

    ive this game and this game is not worth it

    30 september 2017 14:18
    0

    Incredible review. This game is definitely a classic.

    27 september 2017 13:59
    0