{"id":175803,"date":"2017-02-07T08:20:17","date_gmt":"2017-02-07T13:20:17","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/psychonauts-in-the-rhombus-of-ruin-feels-like-an-evolution-of-double-fines-adventure-game-roots-uploadvr\/"},"modified":"2017-02-07T08:20:17","modified_gmt":"2017-02-07T13:20:17","slug":"psychonauts-in-the-rhombus-of-ruin-feels-like-an-evolution-of-double-fines-adventure-game-roots-uploadvr","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/evolution\/psychonauts-in-the-rhombus-of-ruin-feels-like-an-evolution-of-double-fines-adventure-game-roots-uploadvr\/","title":{"rendered":"Psychonauts in the Rhombus of Ruin Feels Like an Evolution of Double Fine&#8217;s Adventure Game Roots &#8211; UploadVR"},"content":{"rendered":"<p><p>    The original Psychonauts is the definition of a cult-classic.    Tim Schafer spent over a decade at LucasArts making    comedicadventure games like Grim Fandango, Day of the    Tentacle, and The Secret of Monkey Island. Eventually, he left    LucasArts to found his own game studio, Double Fine    Productions, and their first game was a third-person    platforming adventure about a secret society ofpsychic    spies. Fans loved it, critics adored it, and as is the case    sometimes, it just didnt sell well.  <\/p>\n<p>    Fast forward severalyears after a handful of re-releases    of the original and Psychonauts 2 is officially    happeningfollowing the studios raise of over $3.8    million thanks to the democratic power of    crowdfunding.Psychonauts in the Rhombus of Ruin then,    alternatively, is a     VR-exclusive first-person adventure puzzle game in which    you embark on a rescue mission for the leader of the    Psychonauts himself. The entire 3-4 hour adventure begins right    where the original game leaves off and leads directly into the    numbered sequel set to release next year in 2018.  <\/p>\n<p>    Last week I visited Double Fines San Francisco office and had    the chance to play through the first 45 minutes of the game and    chat with Project Lead,Chad Dawson. He explained that    when Schafer had first theorized the idea for Psychonauts 2,    this interim story we find here wasnt factored in at all. The    plan before was to simply reference the mission you embark on    with your team in the sequel, but just leave it as a quickly    referenced unplayable flashback. The prospect ofSonys    PlayStation VR (PSVR) quickly changed that.  <\/p>\n<p>    After playing the game for an extended amount of time, I can    see why. When I originally got my hands on an abbreviated demo    at E3 and was pleased with the quality of the presentation and    the appearance of Double Fines trademark humor, but was unsure    how well it could translate to an entire adventure. Thankfully    the mechanics seem more than capable.  <\/p>\n<\/p>\n<p>    Dawson explained that what I was playing was essentially a    final build of the game thats already passed certification by    Sony. After donning a PSVR headset, I selected the New Game    option from the main menu and got loaded into the mind of Raz,    the main character of the series and primary protagonist in    each of the franchises games. As a psychic spy, he has a    litany of special mind powers.  <\/p>\n<p>    For starters, his clairvoyance allows him to jump into the    minds of other people, seeing things through their eyes and    reading their thoughts. Telekinesis lets him lift and move    objects, he can push things too, and even set items on fire as    well. The games opening moments serve as a tutorial of sorts,    as it slowly introduces new powers and mechanics.  <\/p>\n<p>    Eventually Im able to connect to the mind of the captured    Psychonauts leader,Truman Zanotto, while he is being held    captive in a secret enemy base. This is where the real game    starts. In a traditional point and click adventure game, youd    explore the environment and search for clues about what to do    next, but in this new Psychonauts game, it feels like a more    organic puzzle solving adventure. I can look around my    surroundings using my actual head and leap into the minds of    guards standing around.  <\/p>\n<\/p>\n<p>    After taking over the minds of others, I can see the room from    new perspectives, looking for clues and items to help me figure    out where the leaders being kept. All in all, thats what the    game boils down to. Youll be placed in a tricky situation,    tasked with finding out what to do next using your surroundings    for clues, and listening to exposition and details explained    through dialogue. And even though in real life I was sitting in    a meeting room surrounded by other people while I played, I    couldnt help but chuckle to myself at the jokes and witty    humor throughout.  <\/p>\n<p>    Dawson also explained the myriad challenges that a game like    Psychonauts in the Rhombus of Ruin presented. Since the team    had never worked on a piece of VR content before, they started    to realize that traditional movement caused some sickness in    people, which is part of why the clairvoyance mechanic is used    to teleport around levels by traveling through the minds of    others. Since PSVR performs best as a 180-degree device, every    time a player teleports there needs to be at least one other    person in the line of sight directly in front of you so that    you can move again.  <\/p>\n<\/p>\n<p>    This changed the way environments were designed and forced the    studio to think about levels differently. An old-school    adventure game or a modern interpretation of the genre like    Double Fines Broken Age might simply display 2D illustrated    scenes that you can move around and click on, but that doesnt    work in VR.  <\/p>\n<p>    Some games like Obduction [Review: 8\/10]    adapt immersive, puzzle-based adventure games into VR with    little changes, but Psychonauts in the Rhombus of Ruin feels    like a more robust re-imagining of the genre. Its designed    from the ground up with VR in mind and the mere presence of    psychic puzzles truly make you feel like the headset is a    portal into the minds of the games characters. Its about as    clever and clean of a genre\/platform combination you could hope    for and feels right at home.  <\/p>\n<p>    You wont have much longer to wait until you can get your hands    on it either, asPsychonauts in the Rhombus of Ruin is        set to release for PSVR this February 21st. Currently there    are no plans for a Rift or Vive version, although perhaps that    will come at a later time.  <\/p>\n<p>    Are you a Psychonauts fan? Do you plan on getting this when it    releases in a couple of weeks? Let us know in the comments    down below!  <\/p>\n<p>    Tagged with: double fine, playstation, ps4, PSVR, Psychonauts in the Rhombus of Ruin  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See more here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/uploadvr.com\/psychonauts-rhombus-ruin-preview\/\" title=\"Psychonauts in the Rhombus of Ruin Feels Like an Evolution of Double Fine's Adventure Game Roots - UploadVR\">Psychonauts in the Rhombus of Ruin Feels Like an Evolution of Double Fine's Adventure Game Roots - UploadVR<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> The original Psychonauts is the definition of a cult-classic. Tim Schafer spent over a decade at LucasArts making comedicadventure games like Grim Fandango, Day of the Tentacle, and The Secret of Monkey Island.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/evolution\/psychonauts-in-the-rhombus-of-ruin-feels-like-an-evolution-of-double-fines-adventure-game-roots-uploadvr\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187748],"tags":[],"class_list":["post-175803","post","type-post","status-publish","format-standard","hentry","category-evolution"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/175803"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=175803"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/175803\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=175803"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=175803"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=175803"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}