Just completed my playthrough of Psychonauts. The core idea - of jumping into people's minds and exploring them - is great, and the levels reflect that very well. Each mental world is unique, and almost feels like a separate game of its own. That is also the biggest problem with Psychonauts. The progression of the game feels very disconnected, because …
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Just completed my playthrough of Psychonauts. The core idea - of jumping into people's minds and exploring them - is great, and the levels reflect that very well. Each mental world is unique, and almost feels like a separate game of its own. That is also the biggest problem with Psychonauts. The progression of the game feels very disconnected, because you're going back to square one with each new mental world that you enter. You have to discover the mechanics of that specific level (mostly through trial and error), and once you feel like you have a grip on it, the level is over and you're thrown into the next one. It's like a series of learning curves, and none of them really feel very rewarding at their respective ends. I'm still not entirely sure how I got through the Black Velvetopia level.
Beyond the main gameplay, there is an avalanche of collectibles. I don't think I've seen so many collectibles in a game. There are even different types of collectibles, and I had to go back and refer to the game's manual to figure out what does what. The collectibles do influence the gameplay by helping you rank up and so forth, so they're not entirely useless.
The art style is rather weird and not very pretty, but I got used to it over the game. The story is actually straightforward, but it takes a lot of time to get going and is then delivered in a very disjointed way. The script incorporates a lot of humor, and some lines had me laughing out loud. The platforming gameplay is serviceable, but some sections have frustrating difficulty spikes.
So that's Psychonauts in a nutshell. It's built on some great ideas, but unevenly so.
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