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To anyone who thought psychology was a strange subject, now computer
games are replicating it. Psychonauts is Tim Schafer through and
through - remember Grim Fandango, Full Throttle or Day of the Tentacle?
Well, that excellence is back for a summer camp, literally.
The game takes place around a not-very-top-secret summer camp, the
Whispering Rock Psychic Summer Camp to be precise, built on top
of the world's largest deposit of PSItanium, which was part of an
asteroid that hit earth. Settlers quickly took over the area, Native
Americans calling it Shaky Claim, but when people started going
crazy, a mental asylum was built. After most of the people went
crazy, the government paid them to leave and flooded the impact
crater, creating Lake Oblongata.
This
is when the camp was founded by the legendary Ford Cruller, the
once psychic master whose mind was fragmented after a legendary
battle in which he just barely won. As you'll later find out from
him, PSItanium makes psychics more psychic but makes unstable people
more unstable, "giving this place an interesting history, hmm?"
The
actual puzzle/quest levels take place in other people's minds on
the astral plane, which must be noted it is not the whole New Age
religion stuff but more like the Marvel Comics mental realm for
psychics. It is impossible to die in the plane but when you do lose
all of your mental health you drop one level of your projection
strength; you average around five levels and can find boosters if
you find yourself getting clobbered.
You
play as Razputin or 'Raz', who has just run away from the circus
to escape his psychic-hating father in an attempt to become a psychic
special agent, known as a psychonaut. There's a curse on the family
that every member will die in water, Raz's fear of which can physically
manifest itself as a hand that grabs at him whenever he goes over
neck deep in water. The little love interest of this story is Lili,
who is more interested in botany than psychic abilities, until Raz
arrives at least. This isn't some romantic entanglement tacked on
for the female audience like in movies; it actually becomes an integral
part of the plot. The comedic scenes between Lili and Raz are great;
using telepathy as the motivator in a joke scene is hilarious and
original. Then there's Dogen, who appears to be a mentally challenged
child that can communicate with the animals - but he isn't the next
Doctor Dolittle, as in the first five minutes of playing the game
you can see him blowing up some squirrels. I do have to say, it
would be a great film if he was the next Doctor Dolittle…
The
teachers at the summer camp are possibly some of the strangest characters
in the game, because they're actually supposed to be the normal
ones. The first one you encounter is Coach Morceau "Morry" Oleander,
the pint-sized drill sergeant who sees it as his job to turn you
into war machines. And he's really short! His mind is the first
one you get to rummage around in and it's a purposefully engineered
battlefield designed to push you to the limit. It has a World War
II feel to it, but I somehow doubt our boys on the front line were
jumping on tarps to get up to the bunkers.
What
has to be made mention of with the Coach is that it really pays
to look at the less obvious details entrenched in the game. The
words he uses, especially what you can hear him say after you get
through his brain, which really foreshadows what happens in the
rest of the story. There are lots of questions that his mind brings
up, like why does he have rabbits on the battlefield. Also, you
should inspect the flower you see Lili looking at, which could be
one of the biggest plot hints in the game that anyone who can do
dot-to-dot should be able to figure out.
The
next mind you get to explore is Sasha Nein, the world famous super
agent. He extensively studies the human psyche through science and
his mind is so completely ordered that it is a cube. With Sasha
you get your first psychic ability, the PSI blast, where you concentrate
all your anger into a physical blast of energy. His mind is a training
ground for this power, until it gets screwed up. The mind produces
sensors to find information that shouldn't be there and erase it,
which it just so happens you are. These aren't really much of a
problem, until the ground starts rumbling and Sasha says one of
his funniest lines in his stern, casual voice "Run, Razputin, very
fast." This is when the ground opens up and the biggest sensor ever
emerges, taking up a side of Sasha's brain and forcing you to run
around the cube in an attempt to escape.
Your
next teacher is Milla Vodello, international secret agent, levitation
master and party girl. Her mind is a levitation roller disco and
is always happy as long as everything keeps bouncing to the beat.
Her mind is possibly the only one you go in where something isn't
messed up or gets messed up, except she's obsessed with herself
being on TV. Then again, who today doesn't think they should be
on it? This is also the place where you will hear the most upbeat
music. With Milla you get to learn levitation, possibly one of the
most enjoyable skills in the game but sadly one of the least utilised.
You can mentally project your thoughts, which when double jumping
gives you something to jump against, but with levitation you can
maintain the projection to stand on it and use it like a super charged
skateboard. Not only that, but it also works to slow your character's
fall and help you get around using air fans. Sadly this skill doesn't
come into play until much later in the game, the last level in fact,
so why it's introduced so early really beats me.
The
one mind in the camp that you don't get to explore is that of Ford
Crullers, but then it brings up the question of which mind, because
it won't take long for you to start thinking he's a psychic schizophrenic,
as he's the Janitor, Ranger, Chef, Shopkeeper and the camp's very
own Admiral - an apparent step down from him being the leader of
the Psychonauts. With all that said, there's more to him than meets
the eye, as he plays one of the biggest parts in the game and is
one of the funniest characters too…
Once
trained up with the skills of a Psychonaut, everything goes awry
- really awry, as Dogen loses his brain and people start going missing.
This is when you have to investigate the mysterious goings on and
you being to explore the weird and wonderful world of people's brains.
You get to run around in a security guard's brain, whose mind is
twisted and contorted. This is your first adventure in a non-psychics
mind - Boyd the security guard who is so extremely paranoid that
everything in his head revolves around him - literally! Everything
physically revolves around his house; the streets are twisted and
contorted, making amazing use of the unique gravity system in the
game, where the gravity is relative to the surface you're standing
on. If you jump across a gap straight at a vertical gap of road,
you reorient yourself to its gravity.
The
landscape in Boyd's mind is like M.C. Escher under florescent lights.
Everything is bright and in your face, while moving about the place
through all the different orientations gets your mind thinking something
weird is going on because of the perspective changes. Now if the
landscape wasn't weird enough, the people in it are worse, as there
are secret government agents everywhere. They hide in trashcans
and have hidden cameras in everything from plastic flamingos to
mail boxes, or they take up one of their many disguises. They stand
in the middle of the road with leather coats, Stetson hats and shades,
with only a single prop to disguise them; a traffic sign for road
crew workers, a rolling pin for a housewife and a telephone handset
for the line engineers!
To
unravel the mysterious goings on, you not only have to get through
Boyd's mind, but you go through a fish's too, as Goggalor, where
you play as a Godzilla size creature and this is possibly the best
one left with little description, as the more I tell you, the more
questions need to be answered that will spoil the story! The mystery
from this leads you on a chase in the real world, as well as in
various minds.
Some
of the other minds you get a chance to venture into include that
of ex-actress Gloria Van Glouten, who is a sufferer of bipolar disorder
and she has a tendency to switch between moods suddenly, reflected
in her mind by an endless theatre of self-sabotage, and Fred Bonaparte,
who kept losing at the board game Waterloo so much that the genetic
memory of Napoleon took over his mind, meaning that he has Dissociative
Identity Disorder. When you venture into his mind, you can see Fred
playing the game against Napoleon!
By
this time you have accumulated a number of psychic skills, such
as the PSI blast you learnt with Sasha, where you fire a bolt of
anger. You pick clairvoyance up in the security guard's mind, as
you untangle his psychoses into proper mental thinking, plus you
also get extra psychic skills as you level up and get trained in
using them by Ford.
By this time you have accumulated a number of psychic skills, from
the PSI blast you learnt with Sasha through to clairvoyance, which
you pick up in Boyd's mind, as you untangle his psychoses into proper
mental thinking, allowing you to see through other perspectives
by the usage of an attached object. For example; it is possible
to equip a crow's feather to see through the eyes of local crows.
You also get extra psychic skills as you level up and get trained
in using them by Ford. These cover the usual psychic abilities like
pyrokinesis, the ability to set objects alight with your thoughts,
and telekinesis, the ability to move objects with your mind. Invisibility
is a great skill for use in combat, as all enemies lose sight of
you, so you can unleash a sneak attack.
There
are only so many abilities in the game, but once you've managed
to amass them all, you can continue levelling up to enhance them.
The higher levels you get, the stronger abilities become; your invisibility
lasts longer, your PSI blasts fire more bolts of anger and you can
levitate faster while managing to avoid the incredibly annoying
ball pops, which more often than not send you hurtling off the edge
of a cliff.
Puzzles in the game don't feature heavily in the usual sense; you
won't find yourself pushing around blocks or pressing button combinations.
The puzzles are inside someone's head and built into the game, so
they are always unique; in Boyd, the puzzle is finding the items
needed to disguise yourself, in Fred the puzzles are finding items
needed to get soldiers out of their houses to fight, like finding
a weapon, building a bridge or finding food. You simply never find
it repetitive doing puzzles, as they all require a varying amount
of platforming but usually feature heavily as their own puzzles
in people's minds like the Coach and Milla's levitation challenge.
Platform
action outside is restricted to finding items, which is fun to do,
as you can find yourself climbing trees, speaker towers and walking
cables between buildings to get to cards. Ultimately the hardest
place to get to is the locations of PSI markers, which take time
to find and having clairvoyance can help in some of these situations,
but it's still fun to do. Once it hits nighttime though, this gets
problematic because there are pyrokinetic wolves (I think they're
wolves, they look like wolves, but they're psychic!) everywhere,
rather than just the occasional telekinetic bear! The platform action
can be fiendish at times, such as one of the circus levels, where
you have to use all of your skills and a lot of luck too; platform
gaming becomes a lot trickier when you have to jump through fiery
hoops and land on tight ropes, while dodging flaming projectiles.
Combat
is easy, mostly throwing PSI blasts about or telekinetic punching,
which is a power you have at the start and is simple to use. The
game is more about out-thinking your opponent than out-fighting
him; you can go invisible and take him out with a surprise punch
or, you can set him on fire, but this has the problem that he can
also set you on fire if he touches you, so this is one of the worst
moves if you're taking hits from the big sensors.
The
majority of levels you can find are gained by playing the game and
collecting figments of people's imaginations, but if you want the
strongest powers you have to go exploring. You can get a four level
upgrade by completing a scavenger hunt for one of Ford's many personalities
and the camp is littered with PSI cards and markers that can level
you up, but once you've made it halfway into the game, searching
for these becomes a next to impossible task, as it's nighttime and
also by this time it'll feel like a chore.
The
sound is great and the music is even better. In Milla's mind it
is lively Seventies style dance music that reflects her, in the
security guard's mind it sounds like something from the X-Files.
Of course, in Coach Oleander's mind it's war music and in your own
mind it is perverted circus big top music, as you only ever visit
it in your nightmares. The voiceovers are great, with Raz being
done by Richard Steven Horvitz best known for portraying Zim (in
the show Invader Zim).
The
graphics are fantastic and use a similar stylised look to PC classic
Grim Fandango. Raz is the mysterious character and physically appears
that way, as most of the time only his face is visible from under
all the clothing he wears. Bobby Zlich, the camp bully, has a gigantic
head, or he appears to - but that's all hair; he actually has a
rather small head with his hair being the symbolic protrusion of
his narcissistic ego. Everyone in the camp is physically designed
to represent their personality and each character really looks the
part. The full motion videos in the game are great; there isn't
a sudden jump between the graphics in-game and the videos, but there
is a visible difference that allows you to just sit back and watch
what is going on in the video. You will quickly realise that this
is a good thing, as the video scenes will have you in stitches;
they're well written, like all the in-game dialogue, but more importantly
well choreographed for the actions (which makes them funnier!)
Psychonauts
is a fantastic and original trek through the human psyche where
you dance, fight Napoleon to give him another waterloo, or even
battle through the psyche of a fish! The uniquely quirky presentation,
brilliantly conceived storyline, excellent cut scenes and tremendously
varied gameplay all combine for a totally refreshing and fun game
experience. If there's one thing wrong with Psychonauts, it's that
it's nowhere near as long as Schafer's Grim Fandango. However, the
depths visited within the game leaves great hope for an amazing
sequel.
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
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