![]() Especially during combat I knew I could do much better by using lots of ability variation, instead I just psi-blasted them and it took forever instead of switching abilities forever. If the abilities are on different buttons all the time, I can't get used to them for instinctive quick usage. assigning abilities to buttons is so tedious and stops the flow of experimentation for me because I'm too lazy to switch them all the time. For efficient fighting you need to switch back and forth between lots of abilities, but. Most attacks take long to charge and don't feel impactful. Combat feels unsatisfying and takes forever. Everyone automatically tries it and loves it when it works. ![]() You can imagine how important that one is to me, because my own games lean so heavily into just that and I know players all embrace this seemingly unintuitive jumping around on any piece of geometry that sticks out of a wall somewhere. I am used to games not taking their geometry seriously, but I've never seen anything exagerate it like this one does. I gave up trying to do anything besides the obvious main path. they put an invisible wall there to keep my natural exploration tendencies suppressed. A little fence I could clearly jump over, but no. Lots of surfaces you slide off for no reason and invisible walls that block you off from places where I thought I see a secret passage. the game does not take its geometry seriously what you see is in most cases not what you can walk on. It could be ok if jumping had a good flow, but jumping around is simply frustrating because. The platform might be a big letter with wings and that looks cool, but the raw gameplay never changes. Sometimes an object is moving back and forth between the platforms that you need to avoid. Most gameplay is very generic jump'n run stuff. Swinging on those horizontal bars takes out the flow. ![]() Using the ball to jump higher or glide is very fiddly. The lack of depth perception makes jumping frustrating. who cares, I don't care much about story in games anyway and my own games show of how little importance that is to me. These moments felt like they are supposed to be meaningful moments but to me they weren't because none of them felt introduced properly. ![]() The game introduces lots and lots of people including their names, and it was just overwhelming hence I didn't care about them when they showed up much later. I knew the story and ideas were going to be the strongest point but. Being 17 years more experienced now is definitely part of why I'm so bored with it. I loved Psychonauts 1 so much back in 2004 and helped crowdfund part 2. Looking at all the praise from press and gamers, I'm probably the only person who doesn't love it. ![]()
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