05-08-2005, 05:33 AM | #1 |
Cannabis Connoisseur
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Psychonauts!
Who's played it? I JUST started it, and WOW what a good job they did. I decided to throw this on the adventure threads just because of who made it, and what he made this game to be.
Its insane, i tells ya. All the dialogue is just like an adventure game, and the humor is fantastic. I don't find this game hard at all, it goes by really smoothly, kinda like silk and vasaline... TOGETHER. |
05-08-2005, 08:24 AM | #2 |
Doctor Watson
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There are several other Psychonauts threads... See here: http://forums.adventuregamers.com/se...earchid=209361
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05-08-2005, 09:03 AM | #3 |
Rattenmonster
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I'm gonna move this thread into General Gaming - please do check out the ones Wormsie linked to, though.
emily |
05-08-2005, 03:47 PM | #4 |
merely human
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It's a beautiful game, all in all. It has major platforming but seriously it's really not that hard, someone who mostly plays adventure games could easily pick it up and lose themselves for hours. This game should embarrass the hell out of most adventure games coming out today in terms of what Steve refers to as 'interaction density' - there are a huge amount of things to do, people to talk to, things to discover. An exquisite gem.
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05-09-2005, 08:02 AM | #5 | |
i'm with... <thud>
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05-09-2005, 08:49 AM | #6 | |
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The levels have a deep meaning to them, and are not simply go from point A to point B. Besides the obvious plot, the minds of characters you travel in boast a deep psychological aspect you are trying to tackle, so you will sit and ponder at what everything in the level actually represents. Even some of the unlockables are there to tell you more about the characters and their psyches and why they act the way they do. Also the gameplay changes a lot from one level to the other, so although the basics are all the same, like jumping and swinging and punching and running, no 2 levels play the same. My only gripes with the game is the platforming. Unlike Jade in Beyond Good and Evil who never misses a jump, or the prince in Prince of persia who can rewind time and give himself another shot at a jump, Raz can fall short on a jump if you are not very accurate. So you will need to repeat some sections multiple times if you are not dexterous. This is not a problem in the early levels since the platforming is very simple, but in the final levels, it becomes very annoying and sometimes frustrating. But given what the game offers in terms of story, characters, humor, and a breath taking adventure that will change your gaming experience forever, I truly recommend Psychonauts. This is a work of genius, and I believe that everyone who loves adventure games can have a blast in this one.
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05-09-2005, 09:58 AM | #7 | |
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05-09-2005, 12:47 PM | #8 | |
i'm with... <thud>
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05-09-2005, 01:23 PM | #9 | |
merely human
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05-09-2005, 06:13 PM | #10 |
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A large budget doesn't make a game better, it can make graphics and polish better, but story and gameplay are all on the creativity (or lack thereof) of the developers. The same can be said of development time.
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05-09-2005, 07:03 PM | #11 |
The Dartmaster
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Uh right. Because the environment and atmosphere, and immensely varied visual design had nothing to do with its appeal? "Graphics don't matter" is the most bullshit argument of all time, especially in a game trying to employ visual storytelling techniques (read: I'm talking about all graphic adventure games here, in addition to things like Psychonauts).
Trep you've basically described a retarded chicken and the egg scenario here. You're saying that Psychonauts (unlike those cookie cutter adventure games) is totally deserving of a huge budget because it is filled with insane amounts of creative detail and extra gameplay moments (that those bland cookie cutter adventure games can only dream of affording). I was trying to say that because Psychonauts had a budget twenty times that of the average modern adventure game, it allowed them to build the game they built. I am assuming by default that the creativity present in Psychonauts wouldn't be there without Tim and his art, programming, animating, music, and sound teams, but if they had $600,000 total or something to make their game, well, they would have had to lay off about 4/5ths of their staff and deliver the game with a turnaround time of two years max (but likely half that). How would you expect a game remotely resembling Psychonauts in scope or creative variedness to appear for that budget? How would you expect a game that even plays like Psychonauts to appear for that money? Had they been able to afford to make the game at all for some miniscule TAC-size budget, we probably would have gotten a pre-rendered 2d platformer (or a 3D platformer that was nothing but the same 30 objects recycled over and over) with horrible voice acting (and far less of it), half the cutscenes, no live instruments in the score, bad play control on the PC port etc etc. Saying a large budget doesn't make a game better is absolutely retarded. You can make a shitty game regardless of your budget, of course, but with more money you can do more things. With more money you can do what you want, and Psychonauts is basically a gigantic exercise in Double Fine doing what they want. If they had Psychonauts' budget, do you think Moment of Silence (sorry to pick this title yet again , it was just the first one that came to mind due to The Thread) would have been the exact same game it is today? I don't. Many story-driven games "deserve" the budget that Psychonauts has, next to none get them. Budget matters.
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05-09-2005, 07:19 PM | #12 |
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That's quotable. Check out my signature Jake.
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05-09-2005, 08:07 PM | #13 |
merely human
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Okay, Jake, OKAY!! Jeezus Cripes, I say something perceivably awkard and look what happens.
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05-10-2005, 08:28 AM | #14 | ||||||
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05-10-2005, 08:43 AM | #15 |
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Burns, money is as important to game making as talent is. Having talent alone without a budget will lead to a well conceived concept that utterly looks like crap. Also it might limit the creativity of the game designer a lot. There are some things that a designer would want to add, but he is limited with the technology at hand. And to get better technology, you usually need to spend more money.
On the other hand, I do agree with you that given money, you can come up with the best looking game that plays like crap. DOOM 3 is an example. These are usually tagged as tech demos, because they boast about their technology more than their gameplay. So money and talent, I believe, go hand in hand to make a great game.
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05-10-2005, 11:11 AM | #16 | |
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But anyway that's not the point, no matter how much money someone has to create a game it comes down to creativity. Good dialogue, story, characters, interesting (not complex) puzzle concepts, all these cost next to nothing for someone to create. Had some of these vanilla adventure games had any of these, this whole conversation would be moot. But they didn't, and it seems to some of you that a lack of money is a valid excuse for lack of effort/crativity. |
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05-10-2005, 11:55 AM | #17 | |
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::shrug:: Edit: A small budget doesn't always equal a tepid game, however. For games, I think it's more or less the fate of having the "right" people (artists, musicians, writers, etc.) and the developers who can get their vision across within their restraints. People have to do this every darn day in the real world, games are not exempt. It all (unfortunately) comes down to simple business. |
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05-16-2005, 06:04 AM | #18 | |
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And I'm not saying I like the amateur/low budget best, just that given the right amount of creativity, one can have loads of fun even with such kinds of games. Budget matters, but the most important thing is how you 'use it'... right?
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05-16-2005, 07:26 AM | #19 | |
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So in exchange of a slow work pace and freedom and flexibility, the artists will work for you for free. I wonder how much sense that made...
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05-16-2005, 07:49 AM | #20 | |
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I've worked for free and got burnt by it early in my career, and hate seeing other young artist being cornered by it. There's a stigma attatched to creative positions throughout certain corners of the media industry which seems to say what we do "isn't work". I can see what you're saying. But never expect it to happen. If it does, you're very lucky, know the artist involved or they're, fortunately for you, looking for another outlet. If you go after artists to work for free on your project, unless they're heavily involved and are getting something out of it, expect "free" quality. Just a note. Signed, Good professional artist.
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