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Because
I hate to see a well-written fact sheet go to waste, I’ll use its
synopsis:
Psychonauts
is a wildly surreal action-adventure game in which players use
paranormal powers to plunge into the minds of bizarre characters.
Players journey deep into crazy worlds of infinite possibility to
thwart the secret plan of an evil madman and realize the ultimate dream
of joining an elite force of psychic superheroes, the Psychonauts.
Players
delve into people’s minds as Raz, a powerful young cadet at psychic
summer camp. While working
on his merit badge in levitation, Raz discovers that someone is
kidnapping psychic children and stealing their brains.
To foil this evil plot and earn the title of Psychonaut, Raz must
project himself into the mind of one bizarre character after another to
battle their nightmares and inner demons.
He does all this while continuing to earn psychic merit badges in
subjects such as telekinesis, clairvoyance and fire-starting.
So
basically, Psychonauts is the kind of game where Double Fine’s
imagination can run rampant and humor race out of control – very good
news indeed!
There’s
no denying that Psychonauts is a platformer.
It’s got all the tried and true conventions.
“Players [can] run, bounce, float, climb, swing, sneak and
scoot” using “the Psi-Blast, a mental burst of energy” to banish
enemies and defeat puzzles. Then
there are the powers that Raz can use, including teleportation, prophecy
and invisibility. It’s
not stated how these powers are earned, but the most likely is that
they’re acquired from defeated boss characters.
Or they could be handled via a Banjo-Kazooie learning-type
feature.
Besides
humor, a trademark of games that Schafer has worked on is their distinct
look. While he wasn’t
always directly responsible for the look of a game, Psychonauts
continues this tradition. The
fact sheet notes “feature-film quality” graphics and sound.
While I can’t vouch for how it moves or sounds, the screens
certainly look good, if a little on the dark side.
The dark nature matches the themes of cavorting through
people’s unconsciousness and battling inner demons, but c’mon give
us some sandy beaches!
Double
Fine is not looking to reinvent the wheel.
In fact on paper, Psychonauts sounds just a step above vanilla
– maybe Neapolitan. But
with Tim Schafer’s track record and Double Fine’s goal of games with
“feature rich storylines, believable characters, [and] amazing art”
I’m more than willing to say Psychonauts just might be a cut above the
usual platformer.
Psychonauts
doesn’t have a firm ship date, so you’ll have to settle for
“sometime in 2003.”
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Omni |