Yuppie Psycho

Yuppie Psycho

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Full Review [Read if you care about another man's babbling about every minute thing about a video game.]
"First Job Survival Horror" [Spoilers]
*Let me just say yes I understand this review is long I can't help it.
*For a quick summary, yes I greatly enjoyed playing Yuppie Psycho and recommend playing the game. (Now you don't have to read all this!!!)
*Also forgot to bring this up so I'm going to shoe horn it right now. The cutscene were very well done.

I really enjoyed the main area the game takes place in. Most horror kinda takes a safer route by making the story/event take place in the graveyard, haunted house/mansion, forest, hospital, etc majority of the time. It is just really enjoyable to think it takes place in a skyscraper type building were the main protagonist (Brian) starts his first job. Also since the plot revolves around a witch and magic powers it allows the game to have the chance for further ideas to be implemented. For example their is a forest on the 8th floor of the building. If the plot dealt with something like a normal cereal killer the options would have thinned down for area and enemy design. Each room is unique in arrangement by helping players remember each floor in case they wanted to back track to a previous area.

Moreover, I never thought that I would ever be paranoid about a giant printer with hands trying to hunt me down and end me. Also the noise it makes is terrifying, and it's a PRINTER. Who ever came up with the killer printer idea is a genius. I just kinda wish it did not only appear in one location of the game. Although because you only deal with it once, going through the game you bump into another one on display on the 9th floor, and it kinda raised the tensions a bit by making me question if it would kill me. A cool idea I wouldn't have minded seeing would have been if one of the save points (Just so happen to be printers) came to life and tried to murder you.

Before I talk about the mechanics of the game I would just like to say I think the sound track for Yuppie Psycho is amazing. At first I did not realize Garoad had worked on it. (He is the person that also made the VA-11 HALL-A sound track) For the track "Voice(Prelude)" it is a nice touch that you added Adriana Figueroa for vocals. One of my personal favorites is "Dance of the Dead". On a side note for fun, the track "A Tale of Sisters" the begging beats reminds me of the music of "On Little Cat Feet" belonging to the game "One Shot".

In regards to the actual mechanics, I thought they were good for this style of survival horror game. It is nothing overly complicated, but it gets the job done. Anyone who has played this teams previous work like "The Count Lucanor" already has a grasp on how this game will work. Another side note, for anyone who has played the previous game check the graveyard later in Yuppie Psycho for a small easter egg. Essentially you will explore the building, pick up items while managing your inventory, all while hiding from enemies to remain alive. You will also be given a light source like the flash light to assist in darker locations. Also the flash light will allow you to explore areas previously uninhabitable for the player to enter. Additionally I enjoyed the boss like encounters you face in the game.

That being said I have only some minor issues with the mechanics. Starting with the first boss you encounter in the library (The 7th floor) at first it is not very clear on how to damage him. Since he places land mines on the ground I initially thought I had to trick him into running over his own explosives. Since the land mines are a little sentient they understand not to harm the boss, but understand enough to harm the player. Then I thought what if I push the wooden carts into the boss, but that ends up not working either. After making a mistake and taking damage to a mine, the boss also happened to be near it and received damage as well. This may sound kinda dumb but because that worked I just pushed on through by harming myself so I could hurt and defeat the boss. I figured their was another way but couldn't think of one. The actual answer is to activate the mines with the wooden carts with wheels. All you have to do is push it into a mine while the boss is near it. Do it a few times and you win.

A little later in the game a test opens up that you must complete to assist Mr.Chapman. The idea is that the rules to pass are vague besides telling the player to remain inside a circle, and not die to the box head enemies that every now and then enter the circle. More then likely you will fail the test on the first attempt since like I said, the rules are very vague, and their is more to it then just stand in circle for said period of time. Exploring the floors you will realize that a lone box head walks horizontally on the 3rd floor. From a teaching stand point it makes sense that the player would have to use trial and error with the lone box head to complete the test on the 2nd floor. The only thing I do not like about him is that while he is walking with his brief case in his right hand, if you touch him while he is doing this he will harm you. Someones first time going through the game might just ignore him the rest of the time assuming that touching him is bad unless you interacted with him initially while his brief case was in his left hand. (All I'm saying is that by chance it might confuse/deter beginning players. I would hope they go back to him thinking he must be the answer to the test.) Personally I think a better way to communicate to the player could have been some kind of symbol of disapproval then actually receiving damage. Likewise, the answer to the test is to interact with box heads with brief cases in the left hand like the lone one previously mentioned. Do this 5 times and you pass the test. One thing people mentioned in the community is that technically you could also look at the puzzle and say that the box heads that walk horizontal are the correct answer as opposed to ones walking diagonal and vertical. While that is not wrong since all horizontal walking box heads have a brief case in the left hand, some change directions to confuse the player while they still have the case in the right hand. Meaning if you judge the test on passing by interacting by direction instead of the hand the brief case is holding their is a chance you will make a mistake and take damage. Also the lone box head on the 3rd floor only walks horizontal and can still harm you showing the hands are more important then the direction. Also I believe he does a slight jingle with his brief case to further indicate my point about him switching hands to teach the players. Although that can be a hard point to miss. One final note, I talked about this single mechanic more then I actually thought I would, just me sitting here typing away about a single mechanic about the brief case being in the correct hand. Although this really shows something as simple as that can go a long way on how it teaches the players, and how they respond to the situation.

The Dot printer boss I thought was fine. I guess I like the printer mabey a little to much. For his fight you just have to find the correct 3 switches that allow you to leave the arena all while not getting caught. It's taught to the player that running will attract it, and nothing contradicts the puzzle on how to solve it. Also it runs faster then you so it is advised to play smart. When you see the puzzle you more or less know what to do. The difficulty comes from wandering in the dark listening to creepy printer noises while finding the correct switches.

The boss that you encounter at Hugo's birthday party I have slight mixed feelings on. It seems from the characters point of views, and Brian's in that he says something along the lines of "I think the Witch is here. We have to find a way out!." So I assumed we were dealing possibly with the Witch. Earlier in the game you meet a character called a Forest Goblin and he says he lost his sight by staring at the Witch for to long.(He actually gouges out his own eyes after seeing her to many times. Not that the Witch actually ruined his eyes from being to ugly or something.) Point is the line stuck with me and I assumed you couldn't look at the Witch or you take damage. Quickly figured out you take damage by not looking at the "Witch" long enough. Also If you manage to be thorough in searching for items throughout the game, you can be awarded with the lantern which will greatly assist in this confrontation. Nice reward for those that look around.

In a nut shell, nothing should ever contradict the mechanics in a situation, and certain things should be able to guide the player on what to do without saying so much assuming the player can't figure it out. Overall I enjoyed the confrontations and hope the developers improve upon them in future installments. I'm not saying combat has to be involved, but I hope the puzzles become more fleshed out in those type of situations.

Of course we can't forget about the story/lore. You're probably thinking, "Hes still typing?" Sadly yes...:steamsad:
I enjoyed the story and think it makes enough sense to tie just about everything together. I just wish their was more possibly on the background of the society they live in since it seems it is by rank.(Like rank has a lot of importance). Especially if were looking at Hugo. Also I wish more was mentioned about him. Additionally I was hoping for a more fleshed out explanation at the end regarding the families past then just saying, " It doesn't matter anymore..." A little bit of it seems confusing but what do I know? Someone will probably find an item with heavy lore, or an in game file that explains everything. Also since the game feels a little to short we don't really get to connect with the characters we meet besides Kate and Hugo in my opinion. I understand this is Brian's first day and all but if we look at someone like Ms.Rostov and Ms.Malone they barley do much.

In conclusion, I really enjoyed Yuppie Psycho, and it only has very minor issues.
Like when I reached the door to Corvo's office and was all out of PAENCILS for the land mine.
If you actually bothered to read all this thank you!:steamhappy:
https://www.youtube.com/watch?v=zY6348R7b34
Senast ändrad av Flying L1ama KING; 1 maj, 2019 @ 14:48
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Good stuff Mr. Beast. I hope we get more lore in future updates or other games.
*One FINAL side note to end all side notes. The images in the art gallery were actually pretty cool to look at. Someone should make a horror game based on those images while still holding the same artistic integrity.
Super Tramp 1 maj, 2019 @ 15:01 
Actually if you pay attention to the wires that lead up to the moving cubicle during the Dot Matrix boss fight you will notice they all lead to the correct switches you have to press. So it really isn't all guess work, but being chased by a Boss that takes 3/4 of your life bar if caught does put a hamper on the situation.
WuvWoo 1 maj, 2019 @ 15:06 
hugo's party boss is utter bs i have NO idea what it killing me. Even when i'm not looking at it i just freaking die!
Ursprungligen skrivet av Super Tramp:
Actually if you pay attention to the wires that lead up to the moving cubicle during the Dot Matrix boss fight you will notice they all lead to the correct switches you have to press. So it really isn't all guess work, but being chased by a Boss that takes 3/4 of your life bar if caught does put a hamper on the situation.
That's actually cool and I did not notice that.
It's interesting to see on what players did pick up on. Also that's cool because someone that paid more attention than me was rewarded for doing so.
Ursprungligen skrivet av Lazy Madman:
hugo's party boss is utter bs i have NO idea what it killing me. Even when i'm not looking at it i just freaking die!
For the party boss the BIG mummy Witch thing will damage you if:
*You don't look at her
*If you look at her then look away
You must stair at her until she vanishes then assist with the elevator. Since she is still their just remain vigilant and repeat. Like I said the lantern helps since you don't only have to look at the elevator or just her.
Additionally, the smaller ones that follow you do not actually harm you.
*Although if your holding the lantern I still think you have to look at her, but only light needs to shine on the elevator.
Edit: Someone brought this up but if you eat at full health while shining the light at the elevator, Brian will say something like I'm already full. If you do not skip/progress his dialogue and keep it on screen the elevator will continue to be fixed while you take no damage. However, I do not know if the developers have already patched this.
Senast ändrad av Flying L1ama KING; 1 maj, 2019 @ 18:32
Also if their is something I did not mention please write a comment. It's interesting to read other opinions on the game.
Super Tramp 1 maj, 2019 @ 15:38 
i'll probably write a review later on but i agree with the voices soundtrack. it is so eerie and surreal and i love it. especially with the equally eerie and surreal visuals that come along with it. i really enjoyed the music as well. i'll have to look into this composer/artist you mentioned. i don't usually follow the music talent but i have a feeling i'll really like his work.

you kinda went off on a spiel with that how boxhead briefcase thing. i mean i never looked at it that way and i can understand why it's important to you. no one else saw it that way. i did try using your recommended way to track who you should interact with in the promotion area but i just found it more difficult to follow. more power to you for being able to focus on which hand they are using.

i didn't find anything wrong with the story per se but i did feel it was definitely lacking. I think i remember you saying, maybe not here, that you felt sorry for Mr. Hugo. During his 'super-hero' ending i too felt he was just a victim of society and his rise to power was probably one of unbelievable sweat, tears and blood. Hell, he tried doing it legit and with good intentions but R. Corvo pretty much smashed those hopes.

Anyway, thanks for sharing your thoughts on the game.
Ursprungligen skrivet av Sprite of Lore Whistling:
Good stuff Mr. Beast. I hope we get more lore in future updates or other games.
I hope they do DLC. Mabey Hugo??? If not I think it's fine, the sisters overall seem nice.:papyrus:
Or mabey they will start working on thier older title Survival Horror Story: Catequesis.
Here's a link to their trailer:
https://www.youtube.com/watch?v=wTrZzcnsyK8
Ursprungligen skrivet av Mr.B:
Ursprungligen skrivet av Sprite of Lore Whistling:
Good stuff Mr. Beast. I hope we get more lore in future updates or other games.
I hope they do DLC. Mabey Hugo??? If not I think it's fine, the sisters overall seem nice.:papyrus:
Or mabey they will start working on thier older title Survival Horror Story: Catequesis.
Here's a link to their trailer:
https://www.youtube.com/watch?v=wTrZzcnsyK8
Hey, would you look at that, 6th floor of sintra corp. Neat.
I wanted to bring some things up based on the community:
"Sprite of Lore Whistling" makes really good points on the story. We can speculate as much as we want about what happens after the ending, more about the past, etc, but this game is about the main character (Brian's) first day on the job experiencing some horrific events going on under some company. When you complete the game the story still concludes completing Brian's journey. Additionally their is enough material to fill in the gaps. It is still nice to speculate. "Viz" made a discussion called "So What's The Aftermath Of This Ending?" were you can check up on some interesting topics of the story/lore.
https://steamcommunity.com/app/597760/discussions/1/1675812484358466870/

Also "Super Tramp" made a really good point in regards to the Box Head test on the 2nd floor. I was more concerned about which method would essentially be absolute that I did not think if my method would be easier for new comers. If you're looking at tiny pixel hands/brief cases in a dark environment that can be hard to properly spot the correct Box Heads. If you just judge it based off them being horizontal it makes it much easier. Even if one tricks you more than likely you would have to be at very low health with no healing items to not survive the test. Although if you combined both methods as a safety insurance the test is a joke to pass. Not that you would even need to try that hard. Also he has created a guide on 100% the game. If for what ever reason you're still confused on a achievement/problem I am certain someone in the community can assist.
https://steamcommunity.com/sharedfiles/filedetails/?id=1726126853
Senast ändrad av Flying L1ama KING; 1 maj, 2019 @ 21:55
Ursprungligen skrivet av Mr.B:
I wanted to bring some things up based on the community:
"Sprite of Lore Whistling" makes really good points on the story. We can speculate as much as we want about what happens after the ending, more about the past, etc, but this game is about the main character (Brian's) first day on the job experiencing some horrific events going on under some company. When you complete the game the story still concludes completing Brian's journey. Additionally their is enough material to fill in the gaps. It is still nice to speculate. "Viz" made a discussion called "So What's The Aftermath Of This Ending?" were you can check up on some interesting topics of the story/lore.
Also "Super Tramp" made a really good point in regards to the Box Head test on the 2nd floor. I was more concerned about which method would essentially be absolute that I did not think if my method would be easier for new comers. If you're looking at tiny pixel hands/brief cases in a dark environment that can be hard to properly spot the correct Box Heads. If you just judge it based off them being horizontal it makes it much easier. Even if one tricks you more than likely you would have to be at very low health with no healing items to not survive the test. Although if you combined both methods as a safety insurance the test is a joke to pass. Not that you would even need to try that hard. Also he has created a guide on 100% the game. If for what ever reason you're still confused on a achievement/problem I am certain someone in the community can assist.
Pewdiepie got Mr. Beast, and the Yuppie Psycho Community got Mr. B. I wouldn't trade it for the world.

I know of quite a few let's players who is playing this game right now, and 2 left thumbs in particular wants to do an in-depth analysis of this entire game when he beat it. Mr. B and Super Tramp's contribution to this subreddit, and this game in general will massively help him, any anyone else who wishes to make theory videos to quickly and efficiently gather all the information necessary to make a nice and concise video. Your work here today is making the lives of many people a lot easier, and I can't thank you enough for your work.
SquareDildo 4 maj, 2019 @ 5:26 
Printer boss - my issue with it is that it strongly rewards preparation and surveying the area before talking to Kate. You can use that time to not only examine the area, but also collect items, spread around glowsticks and notice the one zombie obscuring the switch. I had a real problem with the last one because it's very hard to spot in the dark when the printer is breathing down your neck. It's hard to be perceptive in the dark when you basically can't outrun the boss, even if you walk and are careful (the only thing that works very well is scurrying from one table to another table). I mean you're supposed to explore in the dark in a fight that very much punishes you for staying away from tables.

If you know how to run from table to table, feeding it ink is completely unnecessary unless you really are on your last bit of health (before moving slowly).

Also, if you know which switches to use, it feels like can pretty much skip the fight.

What I would change:
a) randomize the switches you need in every fight,
b) make light very occasionally flicker on, like a thunderstorm at night, so player has a chance to see the whole picture and think without Load Soul. Load Soul was what made me win because I couldn't see s**t even with glowsticks pre-dropped.

Long story short, I think the switch behind the zombie was cheap.

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The party boss
I never realized there's some rule which lets you actually look at the witch. Kiting the boss works and is much easier to perform. You only take damage if you're close enough to her. So you start the fight by interacting with the elevator door (not the switch), so Doshi doesn't have to send you back to see if it doesn't work. You go talk to Doshi. You wait in top left until you start seeing white "spiderwebs" on the screen - that's when she can finally hurt you. Then you run to bottom left and wait until she's a threat again. Then you run along the bottom edge of the canteen and to shine light at Doshi. Don't bother looking away, you'll just slow Doshi down. When you finally see a spiderweb again, She is close, and arrived from the left, so make a clockwise loop around the room. Wait until She's approximately in bottom left, then run along the top edge and help Doshi.
Using this method, you can't make Doshi hack the elevator in one go, but you don't need to. Just lead Her away from Doshi and repeat as many times as needed (I think it took 2 in my case). Actually looking at Her would be important if She did't move at turtle's pace.

-----

BTW I found the Forest Goblin delightfully mad.
Senast ändrad av SquareDildo; 4 maj, 2019 @ 5:28
Ursprungligen skrivet av SquareDildo:
Printer boss - my issue with it is that it strongly rewards preparation and surveying the area before talking to Kate. You can use that time to not only examine the area, but also collect items, spread around glowsticks and notice the one zombie obscuring the switch. I had a real problem with the last one because it's very hard to spot in the dark when the printer is breathing down your neck. It's hard to be perceptive in the dark when you basically can't outrun the boss, even if you walk and are careful (the only thing that works very well is scurrying from one table to another table). I mean you're supposed to explore in the dark in a fight that very much punishes you for staying away from tables.

If you know how to run from table to table, feeding it ink is completely unnecessary unless you really are on your last bit of health (before moving slowly).

Also, if you know which switches to use, it feels like can pretty much skip the fight.

What I would change:
a) randomize the switches you need in every fight,
b) make light very occasionally flicker on, like a thunderstorm at night, so player has a chance to see the whole picture and think without Load Soul. Load Soul was what made me win because I couldn't see s**t even with glowsticks pre-dropped.

Long story short, I think the switch behind the zombie was cheap.

----------

The party boss
I never realized there's some rule which lets you actually look at the witch. Kiting the boss works and is much easier to perform. You only take damage if you're close enough to her. So you start the fight by interacting with the elevator door (not the switch), so Doshi doesn't have to send you back to see if it doesn't work. You go talk to Doshi. You wait in top left until you start seeing white "spiderwebs" on the screen - that's when she can finally hurt you. Then you run to bottom left and wait until she's a threat again. Then you run along the bottom edge of the canteen and to shine light at Doshi. Don't bother looking away, you'll just slow Doshi down. When you finally see a spiderweb again, She is close, and arrived from the left, so make a clockwise loop around the room. Wait until She's approximately in bottom left, then run along the top edge and help Doshi.
Using this method, you can't make Doshi hack the elevator in one go, but you don't need to. Just lead Her away from Doshi and repeat as many times as needed (I think it took 2 in my case). Actually looking at Her would be important if She did't move at turtle's pace.

-----

BTW I found the Forest Goblin delightfully mad.
I actually kind of liked the printer boss because it rewarded preparation. Gives me a strong survival horror vibe. Also as someone mentioned, if you check out the exit the correct cables lead to the switches needed to exit the arena. Additionally if you wait a bit for the printer to walk away from were you are hiding it should give enough time to walk around before it has the chance to spot you. (I do understand that people can find walking/dashing from table to table annoying.) That being said, anyone that found Kate early while exploring definitely would have been caught off guard in a preparation attempt.

Regarding what you would change, those are actually some good ideas. Especially for the flickering light to see were you might have to go. Also when I first explored and saw that zombie and switch I was 100% certain that would be a correct switch.:steamhappy:
Although I will admit that can be cheap in an already dark environment with a boss that can almost kill you in one hit is looming around.

For the party boss:
This is a cheese strategy unless it has been patched. If you keep your light source on Doshi while eating food at full health, and you do not skip the text box nothing can harm you while Doshi finishes the elevator.

Also I just wanted to reiterate that you make good points regarding the boss battles. The confrontations you have to handle in this game are interesting/ adequate enough, but they are also some of the areas that the developers should definitely improve upon future instalments if they continue to add these styles of confrontations.
Senast ändrad av Flying L1ama KING; 4 maj, 2019 @ 12:45
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Datum skrivet: 1 maj, 2019 @ 14:14
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