My review of a cool and very underlooked action title circa 2004 -- that, coincidentally, had a lot in common with another similarly-themed (and likewise cool) title called "Second Sight." Just a little FYI...
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Right off, let me say that “Psi-Ops” is one of those rare action games that’s so gleefully compelling you’ll be hard-pressed to put it away even when life’s responsibilities come calling. Because of that, and also in spite of that, it’s a relatively short ride. That and a few other minor issues come into play to keep it from being an instant classic, but if you think Max Payne could benefit from some Jedi-like superpowers, then “Psi-Ops” is absolutely, positively, definitely for you.
You’re cast as ex-psi-operative Nick Scryer. Like many video games heroes of late, he’s having a hard time remembering who and what he is, and why so many people would like to see him dead. The conspiracy never amounts to anything serious, but ultimately reveals our man’s heroic edge – he’s gifted with the ability to use his mind to manipulate and, ultimately, to destroy. As per usual, he’s all that stands between a madman and said madman’s bid to rule the world.
“Psi-Ops” initially plays like a standard third person shooter (think “Dead to Rights” or “Kill.switch”) and its shooter elements do the job nicely even if you surgically remove all the other elements from the game. But what ultimately keeps this one from becoming just another face in the crowd are Scryer’s psionic superpowers, which allow him to immolate, possess, and otherwise hurl his opponents around like so much paper in the wind. Many of your powers can work in unison with the game’s various firearms, but your trigger finger won’t see the same level of taxation as your in-game persona’s very effective brain. No, you as the player will only have to juggle some light puzzle-solving, but Nick’s got to use his head to get the edge on the competition.
Thankfully, “Psi-Ops” is a game that doesn’t dictate how you play it, for the most part. You might see a sniper in the distance and use your gift of telekinesis to hurl him from his perch and to the ground so many feet below, or instead you might invade his mind, turn around, shoot his comrade, and then force him into a suicidal leap even as you return to your physical body. Or maybe you could pick up that explosive barrel and lob it at him and watch the delicious explosion that ensues. Your death-dealing options are plentiful, and though you’ll probably pick a favorite firearm early on (you can only carry a pistol and one larger weapon at any given time) and lean toward a favorite special power (telekinesis, anyone?), it just never gets old. And that’s despite a few of the game’s own limitations, which force you to clash with the same types of enemies over and over again.
“Psi-Ops” isn’t perfect, though, as any avid gamer might expect. The level designs are sometimes cryptic, and too often you’ll battle your way through high tech facilities that emit an unmistakable “been there, done that” quality. Again, enemy types are few, and boss encounters, while engaging, take place in a semi-predictable fashion. Even so, the game’s only serious flaw is its length. I felt like I’d only just begun when the credits started to roll. The anti-climactic finale doesn’t serve to help matters either, it goes without saying. There are unlockable extras and even bonus missions, but a longer game would have been nice. Even so, it demands a few run-throughs.
“Psi-Ops,” like many recent games, only narrowly escapes greatness, and instead settles with being extraordinarily good. It’s just too bad the game didn’t offer a few more missions to keep you up early into the morning. Even so, it comes highly recommended, and here’s hoping the sequel promised at its conclusion lives up to its full potential.
FINAL SCORE: 7.9 (Good)
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