Difference between revisions of "Talk:Psychonauts"

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Under darkness: the Library portion of the Milkman level is not dark, but the Post Office portion is.
 
Under darkness: the Library portion of the Milkman level is not dark, but the Post Office portion is.
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under suicide: campers clem and crystal character plots deal with their suicide ideation. this is fairly easy to avoid if you don't talk to clem and crystal at all and do not visit the roof of the lodge between milla's dance party and the second visit to the brain tumbler level; however, crystal will reference it when you return her brain (this dialogue can be skipped i think). the scenes involve clem and crystal mixing cartoonish poison (bottles with skulls on them) when raz isn't looking, as well as them discussing their impending suicide attempt (that ultimately fails) on the roof of the main lodge in a rather disturbing tone. they have some bulletin board dialogue also referencing it, but its easily avoidable.
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also, if you'd want to add a subsection for racism or racial slurs, the g-slur is used multiple times throughout the game; the main character (and only one who uses the term) is of romanian decent, however.
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under jump scares (might fit better into a stalking category or something): during the duration of the asylum level, sheegor will be following the player, and will occasionally pop up a good distance from the player (never in your face or anything), she is accompanied by her quiet squeaking noise. in gloria's theater, the phantom does something similar in the catwalk, by following the player and occasionally appearing unexpectedly as a silhouette..

Latest revision as of 14:44, 27 September 2016

since i cannot edit the page myself, i just thought i might add some other information to the page:

under electrocution: there are certain tank enemies in lungfishopolis which use electric beams which can harm the player character, with an audible "shocking" noise. that is to say, a buzzing noise meant to indicate electrocution. similarly, after the library area in the milkman conspiracy, the player must climb a telephone pole and ride the telephone wires to the area where the final boss is. these wires have some areas where the player can be electrocuted by exposed wires, which will also result in the character being knocked back and, typically, falling to his "death".

under fire: one of the memory vaults in the milkman conspiracy involves the character whose mind you are in burning down a department store with molotov cocktails. while it is presumably possible to finish the level without opening either of the vaults, there are references to the fire in boyd's randomly-generated monologue. this can be more easily avoided by not sticking around to listen to boyd, but upon discovery of the milkman's "death", there is an unavoidable comment about the milkman having "burned up in a department store fire".

under jump scares: i am not entirely sure if this counts, but there are two non-foreshadowed fights in the milkman conspiracy where raz is suddenly dragged underground, with no warning to indicate this would happen.

under guns/weapons: in waterloo world, there are enemies which are essentially large cannons which fire cannonballs at the player character. in the milkman conspiracy, there is an area where you must hold a (fake) gun while someone uses a (real) gun to try to shoot at you from the library.

under suicide: in one of the memory vaults, it is clearly stated that gloria's mother committed suicide by jumping off of a tall building. however, this vault is not necessary to open for completion of the game, and can be avoided.

under mutilation/body horror: while cartoonish, the final boss is the result of what happens when the two penultimate bosses fall into a meat grinder and are essentially spliced into one being.

under brainwashing: one of the vaults in the milkman conspiracy displays one of the villains using a watch to hypnotize boyd into being the milkman. this vault can be avoided, but the brainwashing is somewhat clear when/if you attempt to talk to boyd after you clear the level.

also, under "psychological trauma": "edwardo" should be "edgar", and "milkman" should be "boyd".

Admin Comments[edit]

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Under darkness: the Library portion of the Milkman level is not dark, but the Post Office portion is.


under suicide: campers clem and crystal character plots deal with their suicide ideation. this is fairly easy to avoid if you don't talk to clem and crystal at all and do not visit the roof of the lodge between milla's dance party and the second visit to the brain tumbler level; however, crystal will reference it when you return her brain (this dialogue can be skipped i think). the scenes involve clem and crystal mixing cartoonish poison (bottles with skulls on them) when raz isn't looking, as well as them discussing their impending suicide attempt (that ultimately fails) on the roof of the main lodge in a rather disturbing tone. they have some bulletin board dialogue also referencing it, but its easily avoidable.

also, if you'd want to add a subsection for racism or racial slurs, the g-slur is used multiple times throughout the game; the main character (and only one who uses the term) is of romanian decent, however.

under jump scares (might fit better into a stalking category or something): during the duration of the asylum level, sheegor will be following the player, and will occasionally pop up a good distance from the player (never in your face or anything), she is accompanied by her quiet squeaking noise. in gloria's theater, the phantom does something similar in the catwalk, by following the player and occasionally appearing unexpectedly as a silhouette..

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