DGC Ep 480: Psychonauts (part four)
Welcome to Dev Game Club, where this week we conclude our series on Psychonauts. We talk about how the game gates certain things on the basis of what seems optional and Brett monologues a bit about some later levels before we talk takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Finished (B) or to Gloria (T)
Issues covered: a theater level, getting and using door codes, having to remember what abilities a player might have, player types and what's critical path, trophies and missable content, different ways to push the player, playtesting to balance, what personas you support, the luxury of late full fresh-eyes playtesting, the non-linear nature of Gloria's level, brute forcing your way through the logic of the puzzle, speed-running describing the end of the game, a difficult platformer plus escort mission, talking about the musical identity, being able to do anything, giving narrative and theming to allow anything, cohesive justifications for everything, when the skill elements get in the way, meaning behind the platformer, indies to follow, science.
Games, people, and influences mentioned or discussed: Final Fantasy VI, Hitman, The Witcher III, Wolfenstein: The New Order, Clint Hocking, Splinter Cell, Tim Schafer, Dave Grossman, Erik Wolpaw, Drew Barrymore/Firestarter, Ratchet & Clank, Xbox 360/PS3, Dark Souls, Microsoft, Halo, TRON, Armin Shimerman, LucasArts, Peter McConnell, Clint Bajakian, Jesse Harlin, Grim Fandango, Brutal Legend, Friendster, Lord of the Rings, Velvet Underground, mysterydip, Kirk Hamilton, Aaron Evers, Mark Garcia.
TTDS:
21:20
Next time:
??!
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