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moves on but I still stay the same.
I love/hate playable betas.
Love ‘em because I get a sneak peak of what may be the next big
thing. Hate ‘em because too often I develop an opinion of the
game, which isn’t fair because it isn’t a completed product.
So, here I am loving and hating a playable build of PsychoToxic.
story behind PsychoToxic is of the been there, done that variety – save
the world from nuclear Armageddon! – but it’s steps to get there are a
little different. There is
the perquisite gritty, futuristic cityscape but you’ll also do battle in
a cel-shaded cartoon nightmare, thanks to Angie Prophet’s ability to
enter other people’s subconscious.
I get too far ahead of myself, here’s the official word from Whiptail:
places gamers in the shoes of heroine Angie Prophet who, unbeknownst to
her, must save mankind from impending nuclear Armageddon. The year
is 2022, the place is New York City and as Angie’s role as savior
unfolds so too does her understanding of why she is the only one that
stands in the way of the Fourth Horseman of the Apocalypse and the
destruction of civilization. Throughout the game, Angie continues to
discover a series of unique abilities, such as invisibility, the slowing
of time and the infiltration of other’s dreams – all of which aid her
interactive environment with nearly everything being destructible.
Features 29 richly detailed levels, eight of which are unique “dream stages” that take Angie inside the dreams (and nightmares) of other characters in the game.
powered by the Vulpine Vision Graphics Engine.
impressive array of weapons, ranging from small arms to large ADWs (area
Supernatural powers, including invisibility, slowing of time and mental telepathy.
A high tension story that holds players’ attention from beginning to end.
The Vulpine Vision Graphics Engine provides a competent if underwhelming graphical experience (PsychoToxix has been in development since 2001) in comparison to the latest first-person shooters like Half-Life 2, Far Cry and Doom 3. But PsychoToxic is no slouch either. It keeps the action moving at a good clip, even if enemies appear stiff and robotic. However, as PsychoToxic will probably ship in $30 range, I don’t think anyone can really complain.
enemies, as robotic as they are, have one trait that I liked and wished
more games implemented: they don’t always show up in the same place.
After getting gunned down by and quickloading, I sprung out from
behind a corner to enact some retribution on the enemy that shot me.
But there was no one there.
The guy was further up the staircase sitting at a different
corner! I did some
experimenting and found that this situation was true in a number of
different places. (Some encounters are still fairly scripted.)
PsychoToxic should be arriving on store shelves February 28.
(February 23, 2005)