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The puzzle-/adventure-elements were nice, but just not balanced right imo. The game seemed to have an identical problem, which is ironic due to the story of the game.
"but for anyone that doesn't mind gameplay issues"
If a game is relying on humor, art style and story, then it wont satisfy the majority of gamers. That might be a reason why Psychonauts was not as successfull as it could have been.
It was the first platforming kind of game by Tim Schafer. Thats why I said that I am sure the Sequel would be much better. And hopefully they will hire some good and experienced test players, so they can hear the screams of agony ;)
Yeah, the gameplay issues and the terrible marketing were probably the game's murderers. And we'll get that great sequel... eventually...
Ah damn, I just hated the jumping ball in psychonauts. ;)
Actually I havent played any big game for a very long time and I found my way back to my gaming roots. Maybe that is why I was having this bitter sweet experience. I just recently bought all the valve-games too and I catched myself playing Half Life 1 again, which I already played 15 years ago, and I had to force myself to finish psychonauts...
But I totally agree that another PAC would be great. Day of the tentacles is probably one of my favourite ones. and Loom. I LOVED Loom. Those old adventure games had at least the same impact on me, like Nintendo had with Mario. Anyway... Lets wait for Double Fine Adventure. Even though it is without Ron Gilbert... :P
I understand the fans who love the game for it's unique art style and bizarre worlds but gameplay and dialogues are just extremely boring and the humor is dumb and far away from the good old LA classics. Oleander's war mind was nothing special and Sasha's shooting gallery was ok but there are lots of better Jump'n'Runs out there. I heard that many people complain about a level called meat circus and the difficulty in the final level but I want to give up anyway.
I had similar feelings with Stacking and Costume Quest. Maybe I'm just not suitable for Double Fine Games but I really think they should improve storylines and long-term motivation of their games.
Oh man, the Waterloo level was really poorly designed. It sucks too because I loved the concept of playing and interacting with a virtual board game, but the way it was designed (both logic-wise and level design-wise) was nonsensical at best. They completely blew it with that one.
You're not the first to complain about all of the doo-dad collecting either. Even some of the people who are the most devout lovers of the game and of Double Fine have expressed on the DF forum that certain elements of the doo-dad collecting should be changed or toned down. For example, the figment collecting in itself isn't too bad, it was only certain KINDS of them that people tended to really dislike, such as the ones that escape the environment so you had to stand there and wait for them to come back out of the wall, or the ones that floated in the air between two buzz saws over a sea of spikes where it was almost impossible to get without dying. (There is at least one figment in Meat Circus that I'm pretty sure *is* impossible to get without jumping to your death at least once.)
So the collect-a-thon stuff aint perfect. Some have even said that the game is flirting dangerously with repeating the famous mistakes of Donkey Kong 64.
I like to think that some of the feedback Tim and crew have received over the years has been taken into consideration. (And trust me that they can't go a single day without someone complaining to them that Meat Circus is too hard/annoying. It's such a common thing that it's sort of achieved inside joke status in the community at this point.)
So on some level I totally get you! But these things didn't bother me TOO terribly much, and the positives definitely outshined whatever negatives there might have been for me. =D
I remember that I hated collecting the figments in the waterloo level. first of all they were hard to see and required some annoyingly precise jumps.