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Psi-Ops: The Mindgate Conspiracy: Difference between revisions

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[[Pun-Based Title|Psi-Ops]]<ref>Another name for psychological warfare</ref> is a [[Third-Person Shooter]] for the [[Play Station 2|PS2]], [[X Box]] and PC that incorporates [[Psychic Powers]] into combat and puzzle solving. The game centers around Nick Scryer, a powerful psychic in the employ of the government who has been [[Laser-Guided Amnesia|stripped of his memories]] and [[Fake Memories|given a new identity]] in order to infiltrate [[Nebulous Evil Organization|"The Movement"]], a terrorist organization led by powerful psychics who are defectors from the government. He is aided by Sara, a [[Telepathy|Telepath]] who is also undercover.
 
As the game progresses the mental blocks inhibiting his powers slowly give way, causing a power to resurface [[Plot Tailored to Thethe Party|just in time for a new puzzle]]. He gains several powers, among them [[Telekinesis]], [[Mind Control]], [[Mana Drain|Life Drain]], [[Astral Projection]], [[Playing Withwith Fire|Pyrokinesis]], and [[Aura Vision]].
 
While the shooter aspects are pretty standard, and the story is fairly engaging, where the game ''really'' shines is in the many, many, ''many'' creative and inventive ways players can solve puzzles, kill enemies... and torture them. This game really has possibly the highest [[Video Game Cruelty Potential]] of any PS2 games. Leaving aside the wanton (and fun) [[A Clockwork Orange (Literaturenovel)|ultraviolence]], the various psychic powers and puzzle designs lend themselves to very open ended solutions. One area has a pool of electrified water and a locked door needed to cross it. Options are: Use telekinesis to smash an acid container against the door, use telekinesis to [[Not Quite Flight|"surf"]] on top of another object, or Mind Control to make the guard on the other side unlock the door.
 
The later levels however have had complaints of being very difficult, and the game itself ends {{spoiler|on a cutscene, with no sequel announced. The main story and goals DO get a proper conclusion leading up to it, but it's still a helluva cliffhanger}}. Still, it's a very enjoyable play with a lot of replay value.
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* [[A God Am I]]: The General, after using the Monolith to gain superpowers.
** Long before that, Nicholas Wrightson styles himself as the "True God of the Ether."
* [[A Nazi Byby Any Other Name]]: The opening movie shows that the General ripped off quite a bit from ''Triumph Of The Will'' when forming his organization, The Movement.
* [[Ascend to Aa Higher Plane of Existence]]
* [[Aura Vision]]: Allows you to see the alertness of guards, Aura Beasts when they're not trying to kill you, [[Fluorescent Footprints]], invisible mines, and erased writing on walls. If you kill enemies with it on, you can even see their soul escaping their body!
* [[Awesome but Impractical]]: Pyrokinesis is cool, but stupidly implemented. It's fired from the ''floor'', so it gets blocked by almost everything. If you have direct line of sight, whatever you're trying to kill should already be dead. The one enemy that can't be TK'd will shake off pyrokinesis at higher difficultly levels before you can use something else to disable him.
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* [[Gameplay-Guided Amnesia]]
* [[Giggling Villain]]
* [[Grievous Harm Withwith a Body]]: You can always count on mooks as an impromptu weapon to be telekinetically thrown against their fellows. Especially amusing if previously ''[[Incendiary Exponent|lit on fire]]'', as fire ''spreads!''
* [[Guest Fighter]]: [[Mortal Kombat|Scorpion!]]
* [[Guns Are Worthless]]: You can carry two guns at a time, neither of which will have much ammo to spare, and it usually takes about a clip to kill anything bigger than a normal mook. By comparison, telekinesis can kill several mooks, usually by using the mooks themselves as weapons to kill their friends.
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** With pyrokinesis, you can also throw [[Fireballs]].
* [[Incredibly Lame Pun]]: Marlena is very bad about this. Barrett in the training sections is also quite fond of these.
* [[Interface Spoiler]]: Averted (at least in the [[PSPlay Station 2]] version) - opening the control layout option in the menu will only reveal the relevant buttons for psi powers Scryer has learnt, not revealing ones he has yet to learn.
* [[Large Ham]]: The General, especially in the cutscene leading up to the final battle, when he starts talking with weird facial expressions straight out of a Loony Toons cartoon.
** Actually, a lot of the villains are large hams, particularly in their boss battles.
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* [[Most Definitely Not a Villain]]: {{spoiler|When [[Evil Twin]] poses as Sara, she has a sultry inflection, half lidded eyes, makes off comments, and generally acts "off". Of course, [[Idiot Ball|Nick trusts her and hands over a piece of the artifact.]]}}
* [[Muggle Power]]: The General's recruiting schtick, promising psychics rulership over the "inferior" Mundanes as the Psi Elite. Amusingly, he's a Mundane himself, but seeks to correct that with the ancient [[Artifact of Doom]].
* [[Murder Byby Cremation]]: You can either use [[Mind Over Matter|telekinesis]] or [[Mind Control]] to kill enemies in incinerators. There are also a wide variety of means to set them on fire.
* [[Nintendo Hard]]:
** The beginning of the game forces you to ration your psi usage, since you don't get Mind Drain for a while. This forces you to fall back on your crappy guns, since psi-vials are somewhat hard to come by.
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