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The decreased difficulty mode is simply 'playing it again'.
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I meant harder difficulties, you dolt. You can win every fight with the same few powers, and it'd be nice to have some enforced variety, like cooldowns or something.
Much like OANST, it wasn't until several months after beating it that I found out Meat Circus was supposed to be some infamous difficulty spike.
I'd say it's a bit too much to call Psychonauts perfectly refined, though, considering how it ends. Rayman 3 had the same problem - a great game throwing out all of the best mechanics when you wanted them most.
Incidentally, OANST, if you want a game that feels a bit like Psychonauts to play: Rayman 3. Crooked art style,
funky music, 3rd-person platforming and brawling, weird powerups, and the occasional setpiece level to break things up.
I personally consider it to be the best-paced game ever made - a smooth difficulty curve, lots of variety, and every strenuous level carefully paired with a silly, fun one afterwards.
The writing (what little there is) isn't as funny as Psychonauts, but no-one writes games in the style Double Fine does anyway.