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Psi-Ops: The Mindgate Conspiracy

Developer: Midway
Publisher: Midway
Genre: Action
Players: 1
Similar To: kill.switch
Rating: Mature
Published: 07 :09 : 04
Reviewed By: Ryan Newman

Overall: 8 = Excellent

 

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The action genre is one of slow change. The recently released Syphon Filter: The Omega Strain is proof of that: moderate innovations made in titles like kill.switch failed to make it into a key franchise. It's on this, and the game's solid design, that Psi-Ops: The Mindgate Conspiracy comes through like a breath of fresh air. Not just resting on the laurels of the impressive psi powers, the developers also went a little farther by adding moves to make gunplay more interesting. This action of going beyond what is necessary permeates throughout the title, and makes it another successful release during this new era of Midway.

It turns out that the last century of warfare wasn't fought over land or resources, but over pieces of a monolith that can be used to control minds. After gathering the pieces held by Nazi Germany after the Second World War, the U.S. continued to gather pieces during the Cold War, furthering their studies of the phenomenon. By founding Project Mindgate the government hoped to control the power of the pieces and learn more of its powers. The organization was going well, but in Harbinger fashion, a leader, a general in this case, broke away and took the most talented commanders with him. As The Movement, they now

This is where you come in. As a Mindgate operate prior to the revolution, it is up to Nick to take The Movement down. Unfortunately, his memory was erased during a plan to plant him within the new cult. Progressing through the game, his powers will be revealed to the player by means of flashbacks, where they will go back in time and go through the training that Nick went through to understand the reacquired powers. These serve as a means of introducing basic tactics, but also at hinting to the variety of moves and ways that the powers can be used. The story will further be told by cutscenes and in-game conversations, providing a smooth narration of the previous and currently unfolding events.

The unlocked powers will eventually create a super soldier of sorts out of












 

Nick. He will possess the powers of telekinesis, pyrokinesis, remote viewing, mind control, aura view, and even the power to drain enemies of their psi, allowing him to replenish his own supply. What really makes Psi-Ops fun is that the powers weren't simply rudimentarily implemented, they are fleshed out and purposely designed to allow a great deal of freedom to the player to go through the game how they choose. Those who prefer stealth can use the out-of-body sight to see through doors and memorize the patrol routes of guards, then sneak behind them and pop their heads off with a mind drain - which drains much more psi than from a deceased foe, but it also requires the soldiers to be ignorant of the player's presence - or go through with guns blazing, tossing soldiers into walls and being a mix of Rambo and Darth Vader. The patient gamer will also uncover cool tricks to use with the powers: continually levitating a crate to ride on while shooting at guards; timing levitations to bounce troops up and down to kill them before they hit the ground; or setting objects on fire and quickly tossing them into a crowd to set them ablaze. The most memorable move, though, is making an enemy commit suicide: a quick animation will play of the person fighting themselves, shaking their head, screaming, but eventually turning their weapons on themselves. In a wise move, Midway opted to leave this move out of the manual, requiring people to search around to find out how it's done, and severely penalizing players who use it by making it drain large amounts of psi power and making it impossible to drain psi from the deceased foe because their head is required for the body to be drained. Since that truly is the pinnacle of power, it undoubtedly made me feel super badass, but I also appreciate that it was done in a responsible way (I have a feeling Acclaim would pay people to blow their heads up or something if they had this in a game) - a good call all around.

The powers will also be used to solve environmental puzzles, like fixing crates to form a makeshift staircase to reach a ledge, controlling workers to activate platforms, or setting a crate on fire to act like a fuse against a tank of gas to destroy a turret. Since levitation is pressure sensitive, objects can be lifted as high or low and moved as slowly or as quickly as the player wishes. By having so much control over objects, regardless of whether or not the player utilizes the ability to the fullest, the feeling of control that is needed to convey a strong sense of power is there.

It isn't all throwing people around and making them jump off of rooftops, though. Those who want to make with the boom-boom will have access to shotguns, assault rifles, machine guns, sniper rifles, and a silenced pistol. Nick can only hold two weapons at once, and one always has to be his pistol, so choosing a weapon carefully is crucial. Despite having a lock-on system, it can be pretty tough to kill enemies. Although they are rather limited, with only slight variations in armor and really only differing by what weapon they are using, even the lowliest of goons will be wise enough to run for cover. Not to mention that the machine gun and assault rifle don't pack much of a punch. To help beef up the gunplay, the developers wisely chose to add both a peak and a swivel move; players can put their back against a wall and peak around a corner or, much like in Indiana Jones and the Emperor's Tomb, brace one foot against the wall and turn out to fire and then quickly go back behind cover. For the most part, the ability to actually use cover works well, but there are often places when the architecture makes it impossible to use, because a small column or pipe will stop Nick from being able to place his back against the wall; I also have control problems a few times with he stepping away from the wall instead of simply turning to fire. When useable, it is great fun and the firefights, as erratic and ammo-consuming as they may be, benefit quite a bit.

Despite the enemies not being varied, they do look cool - as is usual for all futuristic fascist regimes. Strangely, the bosses don't look as good. But, what they lack in design, they make up for by offering up some of the most memorable battles in any game. One of the first fights involves either shooting or throwing flaming soldiers into chambers to destroy the machines and whatever else is in the vicinity of the explosion, while another involves tossing debris at a boss that retaliates with trains. The fights are frantic and heavy on both powers and firearms, and none disappoint.

For the most part, the levels are about as varied as the enemies. That isn't to say that they are redundant, though. Clocking in at about 10 hours, Psi-Ops keeps the levels short and sweet, with most taking place indoors; however, there are a few gems, in particular was one gigantic hallucination that's a maze, with ghost Nicks running along the sides of walls and along the ceiling. Upon completing a mission, the game tallies up the arms used, how much destruction was caused, and what powers were used the most, among other things. These totals go towards rewards given to the player, including still shots, boss battles, and even a weird multiplayer mode where one person controls the body and another the powers - not the quasi Jedi-on-Jedi battle one might expect given the material, unfortunately. The diverse battles and unlockable goodies keep the replay value surprisingly high, though a bit more wouldn't have hurt.

Aside from the troops being well designed, everything in the game has a solid look to it. Effects, both the psi powers and weapon-based shenanigans, are fitting with the games darker tone. Most of the time, though, the game is too dark; not the kind of dark that enhances atmosphere, but the kind of dark that turning the brightness on the television all the way up won't fix. Aside from the aforementioned random control snafus with the swivel-and-fire move and being dark to a fault, I also encountered some technical problems on the sound side. Most of the sound effects are standard fare, same with the voice-overs and music, but in a few areas, and in particular the second boss battle, the television speakers popped repeatedly. The problems were isolated, though.

Overall: 8/10
Minor gripes aside, Psi-Ops: The Mindgate Conspiracy is a diverse action title that delivers a unique and enjoyable experience. Its relatively short length might knock it to the rental list, but I found playing around with all the powers to be addictive enough to warrant continued play. For those of you who have been disappointed by the latest crop of action titles, Midway's offering should be just what you've been looking for.

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