Wow, I havn't visited these forums in a while. But a certain article on our beloved game Psychonauts drove me back here and demanded to be shared.
The Story
I'm a huge gaming fan and love to keep up with where the industry is going. As most of you know, the next-generation is coming upon us with the recent release of the x-box 360. It has been critically acclaimed to be a huge innovation in the future of gaming and is said to change the way we will approach games. BUT, I feel almost as if the industry is trapped into regurgitating generic shooter/platformer/rpg/etc. over and over again in prettier packages. I beleive that the next-gen consoles are only there to reinforce that because, as we've seen and (I've) come to expect, big companies like to stick to formulatic (sp, or is that even a word...whatever) games that they know will sell well.
Anyway, in depseration of searching for games that might entice me back to the gaming community, I've come across this (
http://www.gamespot.com/news/6141519.html) article. (As well as finding the superb game Jet Set Radio Future but now I'm getting OT) I'd recommend reading it, there are a lot of interesting points made. But I'd stay away from the comments made as we know "hardcore" gamers will constantly fight and lose sight of the original arguement which will certainly lead to fights over the next-gen consoles with nintendo fangirls/boys and x-box die-hard fans.
Back to the point, I was pleasently suprised to find the inclusion of Psychonauts and Grim Fandango (which I was lucky enough to pick up a copy of and waste a good week of my life on) and Tim Schaffer's other games being hailed as innovative shakers of the industry. But, they point out also that these games are perfect examples why there arn't any innovative games in the industry! :ball:
After reading the article and finding this site to be most informative, I search for more Psychonauts related goodies and find plenty of interviews and such. I found one to be especially interesting where Tim Schaffer explains where he found the inspiration for many of the characters in the game. What I believed to be most interesting was the fact that in college he studied dreams and psychology which led to many of the level designs and enemies in the game (like censors and figments). So I did a little research and found another interesting article entitled Personality and the Unconscious Mind (
http://72.14.203.104/search?q=cache:rNNMO4VuzBwJ:www.survivalafterdeath) .org/articles/barnard/unconscious.htm+the+study+of+dreams+figments+censo rs&hl=en) <---link.
You can read it if you like. I'll quote parts of the article that I found Psyconauts-related.
From the point of view of modern psychology, however, the Control is only a secondary personality of the medium's, and the Communicators are mere fleeting figments, fragmentary reconstructions based on hints given by the Consultants, on telepathic impressions, and occasionally on more recondite information obtained clairvoyantly.
That's basically fancy talk for saying that "clairivoyant psychics" can interpret people's figments and determine the person's personality or mental problems based on the shape or form. Funny how in the game the figments were related to the person's mental health (Boyd saw people as figments possibly hinting his dissconnection to society and the G-men as solid forms possibly also hinting at his fear that they are always watching. Or maybe I'm looking too far into this otherwise known as :coffee:.)
Not so mentioned in this article but also interesting is the fact the people beleived there to be censors in the unconsioius mind that would "stamp out" any bad feelings or thoughts as you slept.
So if you don't like reading any of that you can always watch the interveiws and reviews of Psychonauts at here:
http://www.gamespot.com/xbox/action/psychonauts/index.html)
I'd recommend going there. And if you've made it down this far, congrats you earn a death trooper : :dtrooper: