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Brief Psychonauts Impressions (Or: The Official Thread)

johnjohnson said:
The bosses weren't that bad though. I liked the new power, Raz' dad gave. It was fun smashing the butcher/father combo with the giant incarnation of Psy

That part was very cool. I just wish there was more too it then Rush Forward, Attack, Become Small, Run Away, Become Big, Rush Forward
 
Lungfishopolis was hilarious, with the irish cop at the start :lol

Im on the milkman conspiracy at the moment, its hilarious aswell "I am your sister in grief" :lol.

Cant find the plunger to get let into the sewers though...anyone remember where it is?
 
Ghost said:
Lungfishopolis was hilarious, with the irish cop at the start :lol

Im on the milkman conspiracy at the moment, its hilarious aswell "I am your sister in grief" :lol.

Cant find the plunger to get let into the sewers though...anyone remember where it is?

lol

im currently stuck on the same part

i swear ive been everywhere and just cant find it.
 
Buy the arrowhead finder. It makes it easy to collect hidden arrowheads.

You'll get to 800 in like 10 minutes. Wish I would have bought mine sooner...!
 
Mrbob said:
Buy the arrowhead finder. It makes it easy to collect hidden arrowheads.

You'll get to 800 in like 10 minutes. Wish I would have bought mine sooner...!

i bought but only used it every now and then

i bought every tool as soon as i had the money for it.

but i never quite reached 800...probably cause of the magnet
 
yeah, the plunger is
in the post office.. theres more to it than that, but I'll let you figure it out
 
I just got into the game -- and I'm having massive sound problems.

Dialogue sequences are all chopped up to hell -- only about 50% of the dialogue comes through. It sounds like the DVD drive spins furiously during the dialogue sequences, but just can't keep up. The music is sometimes choppy as well.

Anyone else getting this, or do I just have a bad disk?
 
Rhindle said:
I just got into the game -- and I'm having massive sound problems.

Dialogue sequences are all chopped up to hell -- only about 50% of the dialogue comes through. It sounds like the DVD drive spins furiously during the dialogue sequences, but just can't keep up. The music is sometimes choppy as well.

Anyone else getting this, or do I just have a bad disk?


You have a bad disk.
 
Im guessing its the Xbox version?

You either have a bad disc or a bad drive on your Xbox.. it wont show up in all games, but my Xbox is damn near unplayable at times (see Splinter Cell).
 
Same here. My Sep. 2001 US Xbox is in its final stages and while some games work quite fine (Lego Star Wars), some others are a hell (KOTOR2 or Psychonauts). The good thing about those games is that their "Dirty Disk Error" timeout is very high, so in all cases except one I was able to go on without rebooting.

I think that as soon as the Xbox 360 is out I am going to modify one of my two PAL boxes to play all the old US Xbox games I have. Well, if the new Xbox isn't backwards compattible, of course.
 
StoOgE said:
Im guessing its the Xbox version?

You either have a bad disc or a bad drive on your Xbox.. it wont show up in all games, but my Xbox is damn near unplayable at times (see Splinter Cell).
I guess I have a bad disk. I'm not having trouble with any other games on my current Box.
 
I don't know if it's been posted before, but it looks like Double Fine's next game will be an all new, original IP with some sort of online multiplayer aspect to it:
NETWORK GAME PROGRAMMER!

Double Fine Productions is currently looking for a highly experienced, professional Network Game Programmer for its San Francisco development studio. The primary job responsibilities are to architect the company’s next-generation networking infrastructure, define programming policies and guidelines for the creation of networking-compatible software, and develop a networking system for online play.



The ideal candidate has a minimum of 5 years experience in games programming, with at least 1 published console or PC networking title. Published games should reflect experience with PS2, Xbox, Gamecube and/or PC development (familiarity with Xenon is a plus), and reflect extensive hands-on experience in the role of a senior networking programmer. The role demands extensive knowledge of networking application development and an avid interest in keeping up with technical advances in this field. Double Fine is seeking someone who is looking to expand their current job responsibilities and tackle unique and creative online multiplayer experience challenges. Since new intellectual property is involved, there is a need for original and forward thinking with respect to the needs of the game design. The ideal candidate has a strong preference for working in a highly creative, innovative, small, intimate development environment.



Responsibilities:

1) Develop a networking system to be compatible with all features of a shared game framework, including abstracting online service user interface APIs.

2) Establish network-programming conventions to assist other programmers in creating networking-compatible software.

3) Author and maintain technical and software design documentation.

4) Implement network-synchronized game code, interfacing with all project subsystems including enemy behaviors, player interaction and character control, simulation, graphics and high-level game logic.

5) Develop and maintain software to aid testing of networked games, including harnesses for deterministic replay, bandwidth analysis, simulation of latency, and packet loss.

6) Work with external vendors to develop solutions using and/or extending their online service SDKs, including, but not limited to, Xbox Live.



Requirements:

1) Minimum of a Bachelor’s degree in Computer Science or Engineering, or equivalent industry experience.

2) Minimum of 5 years of programming experience, with demonstrated experience in network programming on at least one shipped networking title, including Xbox Live, Sony PS2, or PC.

3) Broad knowledge of the networking design space, from replicated input to distributed simulation with synchronization and prediction.

4) A solid understanding of design tradeoffs, including bandwidth usage, latency tolerance, simulation fidelity, testability, security, and game logic complexity; desire and ability to balance these tradeoffs to meet game and engine design goals.

5) Ability to design hack- and exploit-resistant network protocols.

6) Understanding of consumer networking technology

7) Interest in mentoring other members of the programming team in networking software development.

8) Fluency with C/C++, and excellent C/C++ programming skills

9) Demonstrated knowledge of good software engineering practices.

10) Strong verbal and written communication skills

11) Ability to proffer reasonable time estimates for scheduled tasks, and to work within a schedule

12) Self-motivated, with a strong work ethic.

13) Demonstrated ability to write flexible, extendable code for iterative design prototyping.



Pluses:

1) Avid gamer with a passion for creating top-quality games, particularly multiplayer online games
 
lol

even tho i expected double fine's next game to be a New IP according to thier track record....after completing this game just now, i WANT A SEQUEL!!!!

the game sets up for a sequel so well, I NEED IT!!

hopefully after thier next game they drop a sequel on the next gen system.

Damn that was a great fucking game.

probably will be me GOTY....its gonna take alot to top that.

with that said...

I was kinda let down that
we didnt get to go into the kids mind to see why they were the way they were.....when i first went into that area with all the doors, i was thinking all the closed doors were the different kids at the camp, and i thought COOL, we get to delve into thier past....but nope.

also i hated the last level, it was so annoying for some reason.

other than that tho, it was one of the best games I have ever played.

TIM > all
 
Now that I think about it, it really would have been great to jump into the campers minds. Personally, I would have loved to jump into Mikhail's mind and run around wrestling some bears. :lol

Still though, I had a lot of fun with all of the environments. Here's hoping we see a sequel in the near future. The ending was conclusive yet it still set it up perfectly for a sequel so it would be a real shame if nothing were to come of it.
 
Rhindle said:
I just got into the game -- and I'm having massive sound problems.

Dialogue sequences are all chopped up to hell -- only about 50% of the dialogue comes through. It sounds like the DVD drive spins furiously during the dialogue sequences, but just can't keep up. The music is sometimes choppy as well.

Anyone else getting this, or do I just have a bad disk?

I have the same exact problem. The sound cuts out badly during cutscenes and the music gets choppy fairly regularly during gameplay.

I made it past the Milkman and Theatre stages, but my interest in this game is seriously waning. I'm not sure I'll even finish it.
 
I might be the only person in the world that thinks so, but the games last few levels were my favorite..

Climbing the Asylum was awesome (the rats were sorta annoying, but not too bad) and the Meat Circus were by far the best pure platforming in the game. Both presented a challenge, but nothing near the level of the original Crash Bandicoot.. so I had little trouble getting through them... plus I thought the added impetus of having to keep up with the bunny/little Oleander was awesome.. made you think on your feet for some pretty hard puzzles (see the guy throwing knives).

Edit: I guess using spoiler tags is better than bolding the spoilers .. :lol
 
satterfield said:
I have the same exact problem. The sound cuts out badly during cutscenes and the music gets choppy fairly regularly during gameplay.

I made it past the Milkman and Theatre stages, but my interest in this game is seriously waning. I'm not sure I'll even finish it.

If you are on the PC version, get the patch. If you have an Xbox, its very likely a Thompson drive that is about to give out... thus one of the main reasons I got the PC version.. some Xbox's are just shitty.
 
StoOgE said:
I might be the only person in the world that thinks so, but the games last few levels were my favorite..

Climbing the Asylum was awesome (the rats were sorta annoying, but not too bad) and the Meat Circus were by far the best pure platforming in the game. Both presented a challenge, but nothing near the level of the original Crash Bandicoot.. so I had little trouble getting through them... plus I thought the added impetus of having to keep up with the bunny/little Oleander was awesome.. made you think on your feet for some pretty hard puzzles (see the guy throwing knives).

Edit: I guess using spoiler tags is better than bolding the spoilers .. :lol
The part where you have to protect Little Oleander was alright, but the parts following that were what really made the Meat Circus great. The grinding portion and the Dad chase. The butcher was a bit of a let down, and the final boss was rather simplistic but the concept was great. I really liked Waterloo world though. The Brave Snails were so hilarious. Just thinking about them makes me laugh. Napolean's soldiers were greaet as well. Their accents coupled with their dialogue was just perfecct. Really though, each level that something to offer that made me love them all. The game wasn't really that difficult though. I've played much more difficult platformers but then again, that's not exactly why I played Psychonauts.
 
The Napolean level was my conceptually favorite level, but in practive my least favorite.. the cannon things that fired were annoyingly accurate. Its like you stop moving for half a second to reposition the camera and you get shot. I would have prefered more things that chased you personally... but the puzzles and whatnot in that level were awesome.. having to change sized constantly to get to differrent things was brilliant...

but if I had to pick one favorite level it would be the velvet painting one.. I thought it had a delicious mix of puzzle solving + platforming, and the dogs were hilarious.. the fights against the luchadores was great, and it had the best boss fight of any of the levels.. plus it was the best looking, IMO
 
Rorschach said:
How do I get in the post office? (is that really where the plunger is?) ><

you need the cobweb duster once you are inside.. hit the door (like slap it) and an agent will walk out.. then use clairvoyance to look through his eyes while he puts the code in.. then when he leaves walk up to the keypad and put the code in.. ta da
 
Ok... going back to the first page... I'm finally buying the PC version. Is there a good, cheap controller I can get? ($30 is just too much, given that this is likely to be the only game I use it for.)
 
StoOgE said:
you need the cobweb duster once you are inside.. hit the door (like slap it) and an agent will walk out.. then use clairvoyance to look through his eyes while he puts the code in.. then when he leaves walk up to the keypad and put the code in.. ta da
oh....DUUUUH. Thanks :)
 
StoOgE said:
The Napolean level was my conceptually favorite level, but in practive my least favorite.. the cannon things that fired were annoyingly accurate. Its like you stop moving for half a second to reposition the camera and you get shot. I would have prefered more things that chased you personally... but the puzzles and whatnot in that level were awesome.. having to change sized constantly to get to differrent things was brilliant...

but if I had to pick one favorite level it would be the velvet painting one.. I thought it had a delicious mix of puzzle solving + platforming, and the dogs were hilarious.. the fights against the luchadores was great, and it had the best boss fight of any of the levels.. plus it was the best looking, IMO
I didn't really have any trouble with a single cannon, but when there is more than one, they can become a pain easily. I really love how you defeat them though. Blackvelvetopia was one of my favorite levels as well. The style change was great. Raz's new costume style was awesome, and the El Odio fight was great. I loved the Dogs and Matador's dialgue. So funny. The censors on that level were great as well. There were two things that really made Edgar for me. First, he is playing with the same cards that Eb games gave out as a pre-order bonus. The cards are nicely done, and it was a great touch. Second, the painting of the dogs playing poker, and the dialogue that accompanies it, were just a perfect way to wrap up Edgar. "The poor, dumb animals. How can they hold the cards with no thumbs?" :lol Just perfect.
 
Rorschach said:
oh....DUUUUH. Thanks :)

thats the best part of the game.. all of the puzzles make sense.. unlike a handfull of them in some of Tims older games *glares menacingly at the boat/anchor thing in Grim Fandango*
 
Ironclad_Ninja said:
I didn't really have any trouble with a single cannon, but when there is more than one, they can become a pain easily. I really love how you defeat them though. Blackvelvetopia was one of my favorite levels as well. The style change was great. Raz's new costume style was awesome, and the El Odio fight was great. I loved the Dogs and Matador's dialgue. So funny. The censors on that level were great as well. There were two things that really made Edgar for me. First, he is playing with the same cards that Eb games gave out as a pre-order bonus. The cards are nicely done, and it was a great touch. Second, the painting of the dogs playing poker, and the dialogue that accompanies it, were just a perfect way to wrap up Edgar. "The poor, dumb animals. How can they hold the cards with no thumbs?" :lol Just perfect.


The best part of the dogs is how some of them think they look really good, and others have issues with their looks, it brought a smile to my face everytime I talked to one of the "ugly" dogs.. he would say something like "had enough of the freak show" or something like that, was classic. And when Raz was drawing the connection between the male chearleader stealing his girlfriend and the bullfighter stealing his girlfriend and one of the dog says "Yeah, because that really happened, its not made up at all" was PERFECT
 
StoOgE said:
The best part of the dogs is how some of them think they look really good, and others have issues with their looks, it brought a smile to my face everytime I talked to one of the "ugly" dogs.. he would say something like "had enough of the freak show" or something like that, was classic. And when Raz was drawing the connection between the male chearleader stealing his girlfriend and the bullfighter stealing his girlfriend and one of the dog says "Yeah, because that really happened, its not made up at all" was PERFECT
Just thinking about that, it's really this kind of stuff that makes Psychonauts, and any Schafer game at that. It's this kind of witty, snappy dialogue that really pulls the whole package together. Sure his games have a lot else to offer, but the dialogue is really what pulls you into the world and keeps you there. Even when you're laughing uncontrollably.
 
my favorite level was probably the milkman level.

tho every level was a blast and imo just GENIUS level design and creativity.

except that last level which just annoyed me for some reason. (i think i just hate circus things period.)
 
Favorite line from the dogs is something like, "This painting is like the last year of my grandfather's life. One terrible stroke after another." So horrible yet so funny. My favorite line of the Napoleon level is probably when you walk up to the carpenter with the gun and Raz goes "You know... I was an assassin once"
 
I finally spent some time with it last night, played the level where you get your levitation badge. Fun stuff, I've always liked those 'use the air currents to get to the platform' levels.

Reminded me a bit of MDK2 where you have to use that jet pack to rise up and kill all those goons. Man was that ever hard.
 
Roland Hood said:
I finally spent some time with it last night, played the level where you get your levitation badge. Fun stuff, I've always liked those 'use the air currents to get to the platform' levels.

Reminded me a bit of MDK2 where you have to use that jet pack to rise up and kill all those goons. Man was that ever hard.

yeah, the game really starts to pick up once you actually have all that stuff... the earlier levels are pretty much tutorial stuff.. Lungfishopolis is what I consider the first "real" level in the game.
 
StoOgE said:
yeah, the game really starts to pick up once you actually have all that stuff... the earlier levels are pretty much tutorial stuff.. Lungfishopolis is what I consider the first "real" level in the game.

Yeah I still feel like I'm tutorial-ing. Thanks for the heads up.
 
i need help in milla´s dance party, the lounge level

i found a little room with a milla´s nightmare vault inside

what i can do?

i wanna complete at 100%, that´s my objective.

Thanks a lot
 
Did the game just glitch on me?

I got the cobweb duster for the Milkman level and continued on through the game. Then I went into the next mind level
(the actress's mind)
tried pulled out my duster and then POOF IT DISAPPEARED FROM MY INVENTORY. Like it's back in the shop now for 800 but since I pulled out the majority of the arrowheads to get it the first time I dunno if I can even afford another one.

Does the cobweb duster normally disappear after a certain amount of uses or did my game glitch and now I'll have to replay the entire game from the start again?
 
Bebpo said:
Did the game just glitch on me?

I got the cobweb duster for the Milkman level and continued on through the game. Then I went into the next mind level
(the actress's mind)
tried pulled out my duster and then POOF IT DISAPPEARED FROM MY INVENTORY. Like it's back in the shop now for 800 but since I pulled out the majority of the arrowheads to get it the first time I dunno if I can even afford another one.

Does the cobweb duster normally disappear after a certain amount of uses or did my game glitch and now I'll have to replay the entire game from the start again?


That is a glitch, but arrowheads respawn so you can just buy it again.
 
i finally beat the game today... i got tons of hours because i went on a rampage trying to get 100 % (which i failed to do)...

the last level was kind of weak
there was too much swinging and i didn't enjoy the "timed" platforming shit. overall the first 2/3 of the game are a little better than the last 1/3. it sort of peaks at the milkman stage... then you have the theater stage which was pretty good, but not great, i didn't like the part where you had to change the sets around, but i did like the section climbing into the attic of the theater chasing the phantom. The napoleon stage was kind of boring.. the one with the Bull was great and so was the section where you where climbing in the insane asylum, i loved the way the archetecture just kept getting more and more twisted as you went higher, the last level was a pretty major let down both in terms of gameplay and art design... most of the artistic elements in that level wjere just repeats of things that had been seen in the bunny chasing level and oleanders basic braining level so it didn't really offer anything new.
but it's still a great platformer... i would rate it in the low 9's mainly because it is so unique and it has some of the best levels i've ever seen in a 3d platformer, plus the humor was fantastic. hopefully there will be a sequel. Microsoft should have kept this series exclusive... they need to have a killer exclusive platforming series and this would have fit the bill perfectly.
 
For those out there that missed the one hour G4 ICONS show about Double Fine & Psychonauts, check it out here :

http://www.lucasstyle.com/videos.htm

One tidbit that was interesting was that after Microsoft dumped the game (Boo!), Tim took out loans and also put his life savings into the company so people could keep being paid until they found a publisher .

Support Tim & Double Fine, Buy the game .
 
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