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| 30 AUG 2006 at 10:44am |
RevliskciPrivate Detective


Posts : 724 Joined: 9 NOV 2002
Status : Offline | I have only played the demo, but it seemed like my hands would fall off, given the amount of button pushing, switching and jumping you had to do.
Wonder if it is all like this or is there a break from the high intensity dexterity required to get through levels.
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| 30 AUG 2006 at 1:46pm |
RaySorcerer Apprentice


Posts : 360 Joined: 21 OCT 2002 Location: US, CA
Status : Offline | Sorry to hear it's frustrating you. I loved every minute of that game!
Remember, procrastinate now. Don't put it off!!
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| 31 AUG 2006 at 2:25pm |
ShanyGuild Master


Posts : 3313 Joined: 19 JUN 2003
Status : Online | That's the only problem I had with Psychonauts - the difficulty level isn't constant. Most of the game is easy and fun to play, but sometimes you get a sequence or a level that is really hard.
For example - The rotating logs in the first level. Most of the level was fun, fast and let you try out different routes, but right before the end you get this frustrating impossible thing that asks you to walk slowly and carefully, which is exactly the opposite of what a platformer is all about. I had to use a cheat to get past it, and even then it was nearly impossible. No wonder so many people missed out on this otherwise fun game.
I never actually finished the game, I didn't want to even try that last level...
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| 2 SEP 2006 at 12:20am |
jujigatameSchattenjger


Posts : 1976 Joined: 14 FEB 2003
Status : Online | I actually just finished it last night. You're absolutely right about the difficulty being wildly variable. The Meat Circus level was just insanely difficult, but then the final boss battle was pretty easy. I'm beginning to think Tim Schafer's talent for designing gameplay elements just isn't anywhere near his ability for creating memorable characters and storylines. Grim Fandango is my favorite adventure game of all time, but it would probably have been better off with a standard mouse-driven interface.
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| 8 OCT 2006 at 9:22pm |
borisdayIntergalactic Janitor


Posts : 10 Joined: 29 SEP 2006
Status : Online | Congratulations for having finished the game. I wasn't that patient. There is this scene at the Meat Circus where one have to jump from a turning wheel on a platform. I never got this. I hope my neighbors don't regard me as a maniac by now...I think i cursed in a loud and rude manner. And knowing that in case of failing you have to make the whole way to the turning wheel over and over again didn't help. I really can't see a reason why there isn't a quicksave-function. If one likes it the hard way he isn't forced to use it. But for me it would have made the game much more enjoyable...
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| 8 OCT 2006 at 10:51pm |
trudysgardenSorcerer Apprentice


Posts : 312 Joined: 19 JUL 2005
Status : Online | Congrats on becoming a Psychonaut! I had a rough time with Meat Circus and it took me a couple of months off and on to finish it, but it was worth it. I just kept reminding myself that I only had to get it right one time to get past that platform. Loved the game.
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| 9 OCT 2006 at 1:28pm |
RonSorcerer Apprentice


Posts : 300 Joined: 26 NOV 2002
Status : Online | Very slightly spoily...
.
A quick-save function could be useful, but I don't see why a platformer shouldn't have difficult sequences. Please, let me at least have some degree of accomplishment in this -in general- easy platformer... I agree, 'meat circus' has one nasty rabbit-sequence, and the 'here's Daddy!' bit can be tricky, but it's really forgiving. Whenever you drown, the game lets you start just before the last major obstacle, and you even don't lose lives.
I suppose everyone is playing this one with a gamepad? You just need an analog control method to play it comfortably...
By the way, at this moment, Psychonauts is competing with Riven and Planescape to be on top of the 'Best Game Ever' list in my head. Yes, I know, the genres don't really match....
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| 9 OCT 2006 at 7:08pm |
borisdayIntergalactic Janitor


Posts : 10 Joined: 29 SEP 2006
Status : Online | I'm not sure if i see your point. If there would be a quicksave-function the meat-circus thing would stay difficult. I would still need several attempts cause I'm just not that great in jumping from turning wheels but it wouldn't mean this degree of agony for me. Having a quicksave-function wouldn't do nobody any harm...You wouldn't use it because maybe you would like the challenge - I would use it because doing the same scene over and over again annoys me to dead. Or one could decide at the beginning of the game if he wants it or not. I really can't see what this could possibly spoil for anyone...but it would be great for all people who loved Schafer's adventure-games while having limited skills in acrobatic action-sequences...Like me. Finally: I don't want Psychonauts to be easier. I just want to save whenever i want. I think that's not asking too much.
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| 9 OCT 2006 at 7:27pm |
RonSorcerer Apprentice


Posts : 300 Joined: 26 NOV 2002
Status : Online | Borisday, I agree. My point is that it's indeed a good idea to introduce a quick-save, as long as other aspects of the game - such as difficult jumping sequences - stay intact. My previous post might have been confusing.
Still, feeling of accomplishment really disappears whenever a quick-save is available (Half-Life, Splinter Cell), but that's something I'd be willing to trade for the extra playing-pleasure.
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| 9 OCT 2006 at 8:31pm |
borisdayIntergalactic Janitor


Posts : 10 Joined: 29 SEP 2006
Status : Online | Originally Posted By Ron (9 OCT 2006 7:27pm)
Still, feeling of accomplishment really disappears whenever a quick-save is available (Half-Life, Splinter Cell), but that's something I'd be willing to trade for the extra playing-pleasure.
You are right about this. But if you would have the choice in the beginning to use it or not (and not being able to change it later on) would be a good compromise.
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