Psi-Ops: The Mindgate Conspiracy (X-Box)
Psi-Ops: The Mindgate Conspiracy (X-Box)
Developed and Published by: Midway
Psi-Ops: The Mindgate Conspiracy is a noteworthy game from Midway that really deserves the attention of gamers everywhere. It’s been mostly overlooked, I’m sure, because it is an original title that does not resurrect any 1980’s video game franchise, nor is it based on any movies, nor does it have any celebrity endorsements. The sad truth is that name recognition is everything nowadays and new franchises have their work cut out for them if they hope to break through and gain a following with the kiddies.
The characters and story in Psi-Ops are not the most memorable, and perhaps this is another reason why the game has generally failed to make an impression. However, this isn’t to say that Midway didn’t try to generate an interesting plot, only that it takes a backseat to the game’s brilliant gameplay mechanics and physics system. You are government operative Nick Scryer (“scrying” being the mythological act of spying on someone through remote viewing), part of an elite training program for those with the gift of psionic mind powers. When some corrupt members of the Mindgate program form a terrorist group called The Movement and kidnap all the other psychics, it’s up to you to save them and the rest of the free world. The problem is that you don’t know that you are Nick Scryer and that you can kick ass with your mind. The game bears some resemblance to Namco’s Breakdown as you start the game with your memory wiped clean, having no recollections of your abilities, and your comrades must help awaken them inside you along the way. The game also seems to draw influence from Metal Gear Solid both in terms of quirky boss fights and also some of the limited stealth elements.
You start off with only a pistol, and at first glance Psi-Ops seems to be a fairly average 3rd person shooter. Nothing out of the ordinary, except that you can knock objects over and roll them around just by walking into them, or break them apart by punching them, etc. The first time it happens it really adds a whole new level of realism to the game because you don’t expect it. You get used to it real quick though. Psi-Ops (along with games such as Max Payne 2, Painkiller and Deus Ex: Invisible War) licenses the middleware Havok 2 physics engine, a very powerful and dynamic system for handling object interactions. Within a year or two I doubt we’ll be seeing static objects in games anymore, because this level of interactivity is going to become standard.
Psi-Ops further showcases the benefits of a full environmental physics simulation when Nick remembers his first and most important ability: telekinesis. This is where the real fun starts. Suddenly you can levitate objects and hurl them at enemies, or levitate enemy soldiers themselves and toss them around like ragdolls. Not only that, but you can climb onto objects and then levitate yourself — an unexpected and unintended technique resulting from the flexibility of the physics system. The control scheme for this game is very well conceived, making it simple yet gratifying to either throw objects with force or precisely position them where you need them.
Nick also has a variety of other skills in his arsenal that he recovers over time. Remote Viewing for example, lets him look ahead through doors to scout out areas, and Mind Drain allows him to recover Psi energy by sucking mind power from enemies (sometimes so forcefully that it causes their heads to explode like watermelons… sweet!) Whenever Nick unlocks a new power, memories flood back from his original training at Mindgate and as a player you play through these memories as tutorials. Although it’s a sudden cut away from the action of the main storyline, it’s a clever way to teach gameplay on the fly.
The graphics in Psi-Ops are not amazing and I’m not a fan of the square and blocky characters designs either. The pre-rendered cut scenes are slightly more impressive visually, but the voice acting is not all it could have been. The camera controls are a little finicky at times; as with most 3rd person games, even though the player can adjust the camera manually it still gives awkward angles particularly when in tight quarters. The game does seem fairly easy for the most part, and although the enemy A.I. isn’t too advanced you won’t notice because you’ll be having too much fun experimenting with techniques for smashing their heads in.
The bottom line is that this game is fun, mainly because you can play through the same scenario 20 times in a row and never have events unfold in quite the same way. It’s the physics that are the star of the show, but the thoughtful design is what makes you feel empowered by presenting so many different uses for these nifty mind powers. Of course, the next step is to actually do away with the controller and stick electrodes to your forehead instead. Now THAT is a game I want to play. Hopefully enough people will buy this game so that Midway will have an opportunity to develop such a concept for the sequel. You WILL buy this game, won’t you? Yes, you will. I know you will. — Sean





















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