So I may just have a shorter temper than I used to, but I was totally prepared to quit Psychonauts again, in the final level. In the level after my bout with gaming OCD, I was furious with rage. I’m going to save my reasoning for a later post (which will be a lengthy one entitled ‘why the platformer is doomed’), but suffice it to say for now that the designers put together a level that, all combined, everything that is wrong with the genre.
Which was surprising, because up until that point, I was discussing how this Game Of The Year candidate could walk on water and heal lepers to anyone who would walk by my desk at work. Fortunately for Psychonauts GotY chances, God of War also managed to screw up their final levels with inane jumping puzzles. That’s when I started to realize how common the phenomenon of having a good thing and then screwing it up with a bizarre aberration of a game design decision near the end is. I started to make a list of the games that have screwed this up, in my experience.
- Psychonauts: Jumping puzzle from hell.
- God Of War: Inane ‘hell’ jumping puzzles inserted into a game that had previously been fairly light in them
- Vampire the Masquerade: Bloodlines: The interminable sewers level, which were 1/10 as cool and 10 times as long as any other level in the game, with too much combat and not nearly enough cool, sexy vampire stuff.
- Halflife (1): The ‘Zen’ levels
- Alice: Some insanely stupidly hard boss monster. To be fair, I don’t know how close to the end it was because I quit in disgust
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