LTTP: Psychonauts [Xbox]

posted in: Reviews 0

I played Double Fine Production’s classic adventure platformer way back in 2005 on the PC, but I never actually finished it. I enjoyed what little I played, but I never took the opportunity to return to it until Psychonauts 2 — a game that I helped crowdfund — finally launched. I’m so glad I went back to finish it because it was a pleasant and wholesome game that stood the test of time. 

I played Psychonauts on the Xbox Series X and thanks to the amazing work by Microsoft’s backward’s compatibility team, the game looks like a legitimate remaster. A much higher resolution (1920p) and a mostly smooth 30 FPS framerate yielded a game that was more than playable in 2021. The 4:3 aspect ratio and untouched pre-rendered videos were reminders of the game’s age, but they weren’t enough to complete rob the game of its timeless charm. I wouldn’t describe the art style as my cup of tea, but the exaggerated nature of it allowed the visuals to age gracefully.

The voice work shining through from 2005 was another astonishing feat from Double Fine. Each and every character was on point with fitting voice performances infused with memorable personalities.

Psychonauts’ claim to fame was never its platforming and in the end, I found it to be completely inoffensive and functional. There were a handful of tricky spots, but it wasn’t anything a bit of perseverance and a review of Raz’s psychic capabilities couldn’t address. I enjoyed the fact that they didn’t make it glaringly obvious which powers I had to lean on to overcome an obstacle. It gave the game familiar classic adventure game inventory vibe that Tim Schafer and his ilk were known for. There were a boss fight or two where I had to cycle through my arsenal of powers like a key ring full of keys, but it was still very satisfying when I finally “unlocked” the boss. If all else fails though, I could always ring up Agent Cruller like Solid Snake to the Colonel from Metal Gear Solid.

This classic game’s claim to fame was its distinctive and imaginative worlds. Creating worlds out of the minds of individuals and broaching the topic of mental health and how inner turmoil affects people was very unique in 2005. Mental health in the early 2000s garnered images of straitjackets and asylums which was incredibly cliché and created an unwarranted stigma around the topic. And while Psychonauts leveraged that trope in this game, it handled it with a bit more care than most. They gave the inmates relatable stories and reasons as to why they were caught up in their own minds. 

Each world was unique with their own vibes and game mechanics. They weren’t that divergent from the staple of smashing enemies and collecting stuff, but their respective conceits were novel. I was a big fan of the boardgame and conspiracy worlds. 

Raz ran away from home and his father to attend a psychic camp believing he was meant to become a psychic secret agent and join the Psychonauts. Raz helped his campmates, helped long forgotten people solve their issues, and eventually took down a rogue instructor’s plans for world domination. He eventually became the Psychonaut he wanted. The pleasant surprise was the little twist in the end where we discovered Raz had his own personal demons. A misunderstanding with his father lead Raz to conjure up unnecessary hardship for himself which he solved through communication with him. The takeaway for us all is that if we cannot read each other’s minds, the best way to overcome our own hangups is to talk to one another; a very useful life lesson.

Psychonauts was a gem of a game and I was so pleased to see it hold up as well as it did. A significant portion of the kudos goes to Microsoft for their incredible backwards compatibility work, but the heaviest of lifting came from Double Fine who made so many smart decisions during development all those years ago. They created something that was so enduring and beloved by its fans that a sequel was backed into existence. I cannot wait to play the sequel!

Verdict:
I liked it

Ratings Guide

LTTP: Massive Chalice

posted in: Reviews 0

There’s a lot of species survival lessons in Massive Chalice. Most of it requires the player to make some cold and calculated decisions. Morals and modern day customs had to make way for necessity and I can’t think of any other game that rewards this kind of thinking.

The world of Massive Chalice was afflicted by a corruptive force called the Cadence. Fortunately there’s this Massive Chalice that can purge these lands of this Cadence but it takes 300 years charge this giant chalice. As the immortal overseer of this world, it was my responsibility to guide my people towards that fateful day.

It was up to me to breed the best warriors, build the best equipment and protect the Chalice and the surrounding land from the Cadence’s attacks.

With the 300 year hard deadline looming, it’s tough not to drop the sickly or the weak while propping up the strong, the virile and the talented. I arranged marriages between people out of necessity and not love; they had tendencies to live long lives and incredible strength, so who cares if one was 22 and the other was 60? It was about survival of the species dammit!

The people didn’t seem to mind it though. There was only one random event that made issue of the age gap but it was a the single complaint in three centuries.

It was important not to grow attached to specific heroes because they would eventually be killed or die of old age. Instead, I grew attached to specific bloodlines and classes. Hunters (like snipers in XCOM: Enemy Unknown) were god like beings — especially at higher levels. Their offshoots were equally deadly which cemented them as my favored hero classes.

Once all the mechanics fell into place, I really enjoyed my time with Massive Chalice. It rewarded my faith in breeding future super soldiers and selective breeding. There aren’t many games out there where you can say that.

Massive Chalice was the third backed Kickstarter title and I was pleased to see it pan out. I got exactly what the initial pitch video laid out; I managed bloodlines through the ages towards an end goal. What I didn’t expect were the lessons in pragmatism. I found myself questioning decisions but ultimately deciding on what was best for the entire race.

The beauty of it was they didn’t hit me over the head with these dilemmas. I made the observations so I had to make those calls; all they did was layout these opportunities for me to encounter and they did a marvelous job with that.

Verdict:
I like it

Ratings Guide

Broken Age PC Review

posted in: Reviews 0

I don’t have nostalgic reverence for old adventure games. I never played Maniac Mansion, Day of the Tentacle or Grim Fandango. I’ve only played the first two Monkey Island games when they resurfaced as remasters and appreciated what they offered. Their quirky sense of humor and charming characters amused me but at the same time, there was an air of obtusity that rubbed me the wrong way. Still, when Tim Schafer and DoubleFine Productions wanted to make a new adventure game in the vein of those classics, I didn’t hesitate to give them money.

Broken Age was DoubleFine delivered after three years of waiting. I was patient. I didn’t mind that they broke the game in two and delivered Act 1 last year. I didn’t mind waiting but was it worth the wait? I thought so.

Broken Age was very much like the Monkey Island games. They managed to recreate that charming quirk and even managed to annoy me in the same manner as those decades old games. If that’s what the aim of game then I would say Broken Age was a resounding success.

I absolutely love the look and sound of Broken Age. It’s a very pleasing aesthetic despite the freakish looking characters with their elongated limbs and exaggerated facial features. Everything was very expressive as if it was made to communicate to a younger audience. It reminded me of a children’s storybook but the game was anything but.

Broken Age required pen and paper to figure out some of the puzzles. It also required a lot of trial and error as I used every item with every character in hopes of stumbling across the solution. Even then, I had to resort to Google for nudges towards the right direction — especially for second half of the game where they seemingly escalated the absurdity of the puzzle solutions.

I wasn’t frustrated by any of it though. I knew what I was getting into and ultimately that’s the correct approach to any game that’s trying to relive the past. I realized that I was going to get the good and the bad. I wished there was a built-in hint system of some kind but when a game presents itself in 4:3 aspect ratio, I can’t help but see an inclusion like that would sully the original vision of the project.

I got what I wanted out of Broken Age. It didn’t surprise me but it successfully charmed me and reminded me of the past. I gave DoubleFine Productions $15 and they gave me what was promised and that’s all that I could ask for.

Verdict:
I like it

Ratings Guide

 

1 2