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How Storytelling Saved Psychonauts

Adam Millard - The Architect of Games Sep 22, 2021 20:00
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Support the channel on Patreon!: https://www.patreon.com/ArchitectofGames Follow me on twitter!: https://twitter.com/Thefearalcarrot Check out Transparency: https://www.youtube.com/channel/UCwOConcPgxt3lIKIfBSNrTg The history of Psychonauts is an interesting one, it went from promising project, to embarrassing failure, to fan-fave cult classic before having a glorious return fifteen years later. What caused Psychonauts to fail, and why did people fall in love with it anyway? The answer, as The Architect has just found out, is a little technique called Environmental Storytelling, a way to communicating complete narratives, not through mere words, but through nothing but level design. How is it possible to do that? Well, as it turns out, things are a little more complicated than putting some graffiti on the wall and calling it a day... You Saw: Psychonauts (2005) Psychonauts 2 (2021) Disco Elysium (2019) Bioshock (2007) The Stanley Parable (2013) Sekiro: Shadows Die Twice (2019) Deltarune (IDK it's weird) Journey (2012) Bloodborne (2015) Half Life: Alyx (2020) Horizon: Zero Dawn (2017) Deathloop (2021) Psychonauts and the rombus of Ruin (2017) A Hat In Time (2017) Wolfenstein: The New Colossus (2017) Half Life 2 (2004) Wolfenstein: The New Order (2014) Dark Souls 3 (2016) Bioshock Infinite (2013) Overwatch (2016) The Elder Scrolls 5: Skyrim (2011) Fallout 4 (2015) The Elder Scrolls 4: Oblivion (2006) Deus Ex: Mankind Divided (2016) Far Cry 3 (2012) Hitman 3 (2021) Mass Effect Legendary Edition (2021) The Legend of Zelda: Breath of the Wild (2017) Red Dead Redemption 2 (2018) Metal Gear Rising: Revengance (2013) Batman Arkham City (2011)
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