Your mind is my plaything! Review

Your mind is my plaything!

The air above the city street crackles with energy. A translucent cube hangs in
mid-air with two people floating inside of it. The crowd that had once filled
the street below disperses quickly, well aware of what is about to happen. The
two combatants circle each other, ignoring gravity’s call. The battle begins and
the sparks fly. Lances of energy are projected from each fighter as they use their
ESP not for the advancement of mankind, but for battle. Some are fighting to free
humanity, others to enslave it. When the battle is over and the cube dissipates,
who will be floating victorious?

Though the Dreamcast is still young, it already has a number of fighting games.
From the visually impressive Soul Calibur to
the seen-it-before Marvel vs. Capcom, the
fighting genre is showing its popularity. On rare occasions, a truly unique
fighting game is released, and such is the case with Psychic Force 2012.
With innovative gameplay and the Dreamcast’s impressive graphics, Psychic
Force 2012
has a good chance of being a sleeper hit.

The plot is fairly basic. Suffice to say that there are good guys, bad guys,
and guys who toe the line. Every single one of them have psychic powers and
all of them are fighting for the future of mankind as we know it. Just your
basic anime-inspired fighting game plot. Nothing really new there.

Simply by glancing at the game, however, you know that something is different. For one thing, there is no ground on which the fighters stand. Instead, they float in midair, mocking the laws of physics. You circle your opponent vertically as opposed to horizontally. Each arena is bordered by a translucent cube that can be shattered if hit hard enough. Very strange.

Besides the strange arena, the fighting dynamic has been changed as well.
Each player has one meter and a POW number. The single meter is split in half:
psychic energy (which limits the number of special moves you can do at a time)
on the bottom, and health on the top. As your health goes down, your psychic
energy goes up. You can also sacrifice health to increase psychic energy and
your POW number, which augments the power your attacks. This balance between
special moves and health works amazingly well and leads players to develop more
style when they play, as opposed to just memorizing specific moves.

Unlike
many fighting games, Psychic Force 2012 has a great balance between distance
and close attacks. Through the use of a “dash” move, you can close in on your
opponent very quickly and execute a number of moves. However, if you’re feeling
overpowered, you can drive your opponent away using a psychic bubble of energy
by repeatedly tapping the attack button.

As innovative and neat as Psychic Force 2012 is, there are still some
problems. For one, the control takes a lot of getting used to. Understanding
the different psychic abilities of each character is fairly hard. This is due,
in part, to the fact that you’re limited to only three buttons: light attack,
strong attack, and guard. This means that moves are a combination of directions
and attack buttons. If you thought that was hard in Street Fighter, try
removing the floor.

The limited button usage raises questions. Why not use the other standard buttons?
I could come up with a ton of cool uses for every single button on the Dreamcast
controller, both to accent the gameplay or to just plain improve upon it. Using
more buttons would have helped the control.

The other drawbacks are design oriented. The characters are your generic anime
stereotypes. Very few of them have any real originality. Also, they all speak
in Japanese with English subtitles. Am I the only one who likes characters to
speak in the language I’m fluent in? I know that translating the language costs
money, but what’s the point of speech if you can’t understand it?

When the dust settles, Psychic Force 2012 is a very odd game with some
great new additions to the genre. Though the character design needs work, the
game itself is fun and worth a try. While this doesn’t outshine other “traditional”
fighting games, it is a refreshing change of pace.



  • Neat Idea
  • Innovative
  • Fun
  • Awkward Control
  • Bad Character Design

7

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Neat Idea Innovative Fun Awkward Control Bad Character Design
Neat Idea Innovative Fun Awkward Control Bad Character Design

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