Psychonauts Is a Horrible Game

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Sunday, August 01, 2010

It's a travesty, isn't it? Nobody bought Psychonauts. It just fizzled out. Brutal Legend didn't do all that great either. People are just so dumb.

I just beat Psychonauts for the third time (five minutes ago, in fact). I bought it the day it was released; I played it again later; and I just beat my Steam sale copy. The writing is fantastic. Lungfishopolis and the Milkman are two of my favorite levels of anything, ever. The whole art style of the Matador section is fantastic. But as a game, this is just awful.

The secondary starting area, the Camp, is just boring. I realize that it's a gentle training area in all your new powers and the concepts of the game, but after your brief taste of excitement and fun in Coach Oleander's WW II mind, you are cast loose in a semi-open yet very restrictive world. Every single time I've played this game I've marveled at just how much more fun Lungfishopolis is than the previous hour of play. Once you've had that taste, you're hooked, but how many people make it through? Most people abandon a game in the first hour, so you just lost over half your players. More linear starting levels would have been more compelling.

But most damningly, for a game that relies so heavily on platforming Psychonauts is just awful at it. I thought this the first time I played it, but at the time I considered it acceptable. Now, after playing Assassin's Creed 2 and Infamous (which I refuse to CaPITALIZE), I'm just horrified. Raz handles like a clumsy oil-covered bar of soap. I love the writing and overall concept in the Waterloo level, where Raz is running around on a hex game board and moving pieces, but in my experience it's most people's least favorite level. Because the game requires platform skills and it's just a goddamn hypocrite. It's infuriating to be required to cross a rope and shimmy up a spire, and the game refuses to acknowledge that you are trying to climb up the spire and instead repeatedly kicks you back, or even worse down to the ground where you get to start all over again.

Oh well, at least it can't get any worse. Oh yes it can. MEAT CIRCUS. Anyone who's beaten the game knows how awful this was. Luckily (?) most people quit earlier so they never experienced this: Jumping from platform to platform while unseen adversaries throw projectiles at you knocking you off, falling is instadeath, you can't see where you're jumping because the camera obligingly turns to hide it with giant slabs of meat, and oh yes everything is timed. Meanwhile Evil Dad is repeating the same sound loops over and over again.

Well how about rail grinding? That's always fun. Except in Psychonauts. On the straight sections when you jump the game helpfully curves Raz to his death. And on the curved sections where you need to jump the gaps the game helpfully keeps him going straight to his death. All the goodwill built up over the previous 10 hours is just pissed away.

I don't regret playing this game three times. It's still brilliant in concept, story, and writing. But you can't let everything rest on the concepts. The foundations have to be solid, and I think Psychonauts fails hard here. It's just not good enough to be a commercial success without a crappy media tie-in. You could say the same about Brutal Legend's RTS mechanics. Deathspank, as an apropros counterexample, realizes this: The writing is great. The art and audio are fun. The game mechanics are nothing special (Diablo!), but crucially they are well polished and fun enough to support the writing.

Tim, I love you, but please realize that your brilliant writing can't hold the fort alone. Everything rests on the very basic game mechanics, and if you don't have that you've got nothing but critical praise and people wondering why your games don't sell. I know Double Fine is working on four games right now, and I'm looking forward to each and every one, but please make sure they're great games first, so you get the success you deserve.

 
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Comments (14)
Default_picture
August 01, 2010

I like the fact you criticize the platforming by comparing it to Assassins Creed 2 and Infamous, two games that came out years later than Psychonauts and where able to improve the smoothness of platforming.

Psychonauts is still one of my favorite games. The platforming may have a been a bit janky but it was acceptable enough to make the game an overall fun experience.

Assassin_shot_edited_small_cropped
August 01, 2010

Having just recently failed to complete Psychonauts, I'm inclined to agree with you. The writing (dialogue especially) is brilliant, and the concept is great, but the mechanics are not.

The platforming frustrated me all the way through to the Meat Circus, where I died so many times that I started screaming at the computer, then went deathly silent. It took me a little over an hour to get through the timed section, then a further 1.5 hours for me to try to get through the following section. I gave up before making it, not because the grinding was too hard, but because I couldn't bear to do the Meat Circus section again.

Pride almost made me stick with it, but I gave up on the game (so close to the end!) because I still liked it -- I didn't want to hate Psychonauts, so I stopped before it turned me.

Lungfishopolis and Boyd's mind were great levels, though, and not just because of the way their concepts were realised. They were the only two levels that were well designed (from a level design viewpoint), and where the mechanics didn't actively work against you enjoying the game.

Despite my complaints, I think that comparing Psychonauts to Assassin's Creed 2 and Infamous is perhaps a little unfair because those games had around five extra years of technological progress and collective learning to improve on this type of gameplay. It would have been more apt to compare it to the Ratchet and Clank or Jak games of the era.

Lance_darnell
August 02, 2010

I have played through Psychonauts thrice as well, and I cannot disagree with you about the mechanics, they are a bit off.

But like Richard said, you cannot compare this game to AC2, for this game was started when Banjo-Tooie was around! You should compare this game to the platformers of the late 90's, it is just like them.

And Doublefine is working on four new games!!!!!!??????

2_fobs_n_a_goon__2_
August 02, 2010

Yeah I'm going to play the part of the parrot and say the same things, you simply can't compare Infamous and ASS Creed 2 to a game like Psychonauts. It's a game that in historical context is amazing but I'll admit that going back and playing it I can't stomach the outdated mechanics anymore.

37893_1338936035999_1309080061_30825631_6290042_n
August 02, 2010

I'm going to try really hard to keep my rampant fanboy-ism for this game and Double Fine in check as I write this counter-argument. I play this game at least once a year and it is the most near and dear game to my heart. Just a word of warning.

 

My first issue is with your first issue: the camp section. Personally, I love it. From meeting and talking to the other campers to testing and training myself looking for PSI cards, I think it's a pretty well designed area. Like you mentioned, it can be a gentle beginning for those unfamiliar with the game, but it can also provide challenge for those searching for it. As for the restrictiveness of it, that's not a new concept. In fact, it's lifted straight from Metroid. Every time you are rewarded with a new power, more of the camp becomes available to you to explore. That helps to keep this area fresh.

If the camp section would be taken out (basically leaving the game as a series of linear levels,) the immersion would be completely broken. Conceptually, the camp is one of the only "real" places you can go. It's an anchor. It's safe. It's where you can take a breather from the extreme sensory input of the other levels. Without it, youd just be going into random minds without the context the camp overworld provides. As a game level, it provides many of the same benefits. It's nice to have an area where you're not constantly being targeted. It's nice to have a playground to try out the new skills you have unlocked.

Next, I'm wonder where it is that you're getting some of these bits of information.

"Most people abandon a game in the first hour, so you just lost over half your players."

I have a very difficult time believing someone would drop $60 (or at that time, $50,) on a game and only play a single hour of it before trashing it. Are you able to cite a source on this supposed fact?

The other commenters have already spoken against how silly it is to compare a five-year-old game to a brand new one, so I won't harp on this point.

Now for the Meat Circus level. I've never understood why people find it so frustrating. It's not a particularly well designed area, but I've never seemed to have any trouble with it. As a guy who plays and loves Bit.Trip Runner, maybe I'm just desensitized to cheap games deaths, but every year I continue to beat Psychonauts with all my controllers intact and unbroken.

Psychonauts mechanics were decent when it came out in 2005 and while by today's standards, they'd be awful, they're still salvageable enough to enjoy what I still consider my favorite game of all time.

 

Default_picture
August 07, 2010

Every time I see people complain about the platforming mechanics of Psychonauts, I'm astonished--every time I've played it has been on PC with keyboard/mouse controls, and I think it's actually one of the tighter, more responsive games I've played control-wise.

I wonder what platform the people who complain about the controls are playing it on. Xbox? PS2?

Inception
August 07, 2010
I gave up on this game when I had found out how stupidly expensive the cob web duster was. Schafer is very creative, but I have yet to see a game of his I can finish, while enjoying it...
Assassin_shot_edited_small_cropped
August 07, 2010

@Keenan I nearly gave up at that point, too, but managed to grind it out - then couldn't handle the Meat Circus, as I commented earlier. I thought it was ridiculous how long I had to run around collecting arrowheads before I could progress with the game.

I was playing on PC (with mouse and keyboard), and have heard other people complain about the PC controls, so I'm not sure how your experience managed to be so much more positive, Alex.

Profile_pic4
August 08, 2010

I'm totally with Chase on this one.  I'm not a big fan of Double Fine's other work, but Psychonauts was brilliant.

Default_picture
August 08, 2010

I think you've got some points, but overall I don't agree. I think the presentation is far better than the gameplay, but still Psychonauts is a pretty decent platformer. Meat circus is a hard level and the chess level still haunts me in my dreams occasionally. But nonetheless the platforming is okay and usually fun. There are far worse games. Plus, the special skills greatly enrich the gameplay and are really extensive. That's the main reason which saves the gameplay for me! It's just fun to try out all those skills and use them. Oh, and I like the camp. So in my opinion the presentation of Psychonauts is perfect and the gameplay is decent, which makes for an awesome game overall!

I totally agree with your comment about Tim Schafer, though: His games usually are exceptionally well written (I _love_ his style!), but only average in terms of gameplay. Brutal Legend has a similar problem as Psychonauts: as funny as it is, the gameplay is just meh. I still haven't finished it because it got kinda boring. I haven't played it yet, but I have the same impression from Ron Gilbert's Death Spank. Maybe I'm mistaken there, but I don't like Diablo games anyway.

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August 09, 2010

I think I may be the only person in the world who had absolutely no issues with the controls and very few issues with the camera all 3 times I played through it. Hell, I even find Meat Circus to be a breeze. Perhaps I just have the only working copy of Psychonauts in the world.

Default_picture
September 24, 2010

Like many others, I think Psychonauts is an amazing game, and talking about what's good about the game is pretty easy for me. What I like about this article is that it does the harder work of exploring what is wrong with Psychonauts - this is part of the process of making games better. I'd add that looking for collectibles that disappear if viewed from the wrong angle is not fun.

Did I mention that I love Psychonauts?

Default_picture
October 25, 2010

I just started playing Psychonauts today, and just now I have reached the asylum area after six straight hours of play. I am really enjoying it, the controls haven't bothered me at any time, and the camera has rarely bothered me either.

While I haven't played Meat Circus yet, there has been only one time in the game I can't say I didn't find extremely immersing and fun. That was collecting enough arrowheads for the webduster. That is the only thing I can complain about, and with the dowsing rod it really only took me 10 minutes max. In that time I discovered multiple new areas too.

The only reason I stopped playing was because of a glitch, just then I lost my webduster and have been far too immersed to remember to even save my game. Otherwise I probably would have continued playing until I finished the game in jsut one sitting.

I really cannot complain about this game, I'm having more fun playing this game then nearly any modern game I have completed.

Default_picture
May 08, 2011

Long, long after I wrote the initial article, I have now played Costume Quest and Stacking and think Double Fine has a much better grasp on the mechanics. There is nothing in either of these games that compares to the failure of the Meat Circus,and that's a good thing. Now I'm waiting for another Double Fine platform game to see if they've learned how to handle platformers or if they've just learned to avoid platformers. Really, either would be great!

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