![]() The art design, lead by a notable POC voice of the gaming industry Lisette Titre-Montgomery, combines cartoonish style with a plethora of art styles from the fever dreamish landscapes of old hippie rock stars to the teeth filled grotesque screwed up world inside the head of a mad dentist. The most remarkable part of the game is its visual design. The writing by the studio head of Double Fine Productions, and the BAFTA Fellowship (for pioneering work in game development) award winning Tim Schafer works both story wise and through its dialogue. ![]() The overall style of writing relies on witty dialogue with hints of the deadpan random comedy of ZAZ films ( Airplane, Police Squad etc.), and it works. The story, while safe for younger audiences, is filled with dark humour and innuendos. The cartoony enemies do have a darker background in mental health issues but maybe physically beating them on screen is a source of empowerment. Every mind is different and has differing properties. Many of the enemies in Psychonauts are modelled after what could be called enemies of the mind, such as Doubt, which is a sticky monster that literally sticks the character to the ground: “it holds you down”. Mental connection: cilantro logically leads to delight, or does it just taste like soap?
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