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By applying telekinesis to swinging ball chains, discarded boxes and debris, a stable environment can soon become a lethal battleground through the added benefit of Havok 2. Remote Viewing' RV gives Nick a literal out-of-body experience, separating his mind from his body and enabling the player to look anywhere within a short distance unhindered by walls or doors while their real body remains motionless.

The distance determines the amount of power it consumes. Mind Drain MD is used to absorb a target's mental energy to replenish Nick's own. So long as the target is unaware, unconscious, or dead, Nick can steal their mental energy. This will kill the target if they are still alive at the time and the process is completed. Catching a living target standing and unaware, or at the moment they stand up after being knocked down, will restore up to fifty percent of Nick's energy while causing the target's head to explode upon completion; unconscious and dead foes provide progressively lesser energy.

Enemies missing a head will not yield any mental energy. Mind Control MC allows Nick to enter another person's mind and take full control of their body. Much like RV, the drain on the player's energy is determined by distance. A controlled enemy can be used to attack other enemies or simply be made to commit suicide; enemies will promptly kill the person in question for acting as such. Several points in the game also require that Nick control enemies to reach switches he cannot reach on his own.

Pyrokinesis PK allows Nick to summon a wave of flame with a swing of his arm, igniting anything in its path a short distance ahead of Nick. Aura View AV is the final power Nick acquires, allowing him to see beyond the visible spectrum. So far, so nostalgic - but Psi-Ops comes into its own with its vast array of psychic powers that gradually unlock as you work through the game, giving you a vast number of ways to kill people.

To demonstrate, imagine a lonesome grunt in a dangerous environment and tot up exactly how many ways you could off him. First, you could lift him up with your telekinesis skills TK and throw his forlorn ragdoll with a swift nudge of the mouse - off a ledge, into a wall or into some handy nearby appliance a giant gut-shredding fan for example.

Second, you could lob furniture at him - preferably items that explode on impact. Third, you could sneak up behind and give him a neat bump on the head, or raise him up into the air and suck all the mental juice out of him until his head explodes. Fourth, you could take over his mind and get him to commit suicide by shooting a nearby gas tank. Fifth, you could set fire to him with pyrokinesis. Sixth, you could go with the traditional approach and shoot him with your big gun.

Psi-Ops is as much fun as it is sadistic - and the variety of gory approaches on offer ensures it's never boring. Meanwhile, level design is bogstandard, occasionally straying to very good, with a fair amount of getting lost for five minutes and having to consult a confusing map screen.

Patchy is the word. There are, however, some sublime moments of gameplay, specifically boss battles that are wonderfully inventive and provide the first viable Luke versus Vader in Empere'-style telekinesis bout I've ever seen in a game.

Elsewhere, some occasions are sheer videogame magic -such as when you find yourself sealed in a room filling with gas and have to repeatedly slam an enemy into a sheet of glass until it smashes and you can get a gulp of air. One issue that arises in Psi-Ops is that there are almost too many things to do and buttons to press. For example, there's all manner of stealth stuff that becomes fairly redundant when you realise that setting people on fire is far more fun.

Likewise, there's a button you can tap to hug walls and duck around corners that I forgot I even had until I accidentally pressed it while attempting to throw boulders at passing evil mechanics.

In terms of controls, the port isn't too sloppy. For instance, when you chuck someone through the air, the game assumes you want them to hit something painful and plays with your launch angle, so mouse control never needs to be all that precise.

Plus, camera angles are never the bugbear that they are in the far inferior Second Sight. The most obvious danker here though, is that little effort has been made to tart up the graphics -so Psi-Ops ends up looking pretty dated. Also, console menu screens remain abundant, as they have in games of this ilk since the times of cavemen. Left 4 Dead meets tactical shooting in this co-op encounter of the parasitic shape-shifting kind.

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