Psychosis

Psychosis

released on Feb 01, 1990

Psychosis

released on Feb 01, 1990

This is a side-scrolling shooter played in a world created from the mind of a twisted demon. Your soul has suddenly wandered into that evil world that exists in every person's heart. The only way out is to blast your way past the grotesque creatures that block your path in five "causes" (stages). You must face the dangers of this psychedelic world by making full use of three shot types and the satellite option. With power-ups, you can change your shots to a wide-coverage beam, a satellite-generated laser and more. Each shot type can be powered up to three levels. You can also block enemy fire by rotating the satellites to a desired position. How you use these features will be the key to successfully escaping this strange and surreal world


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weird and colorful but otherwise pretty standard space shooter, however the soundtrack is a banger. i think this ost started math rock

It was alright. More games need a game over goblin that smirks at your failures and flips you off whenever you complete a level. It's a pretty no-frills shmup with a few random absurdist enemies that caught me off guard a few times and gameplay that's all about manipulatin the surrounding options for both offensive and defensive purposes. It do have that Gradius problem where dying once basically fucks your entire run over, but the short overall run time of only 5 levels actually makes restarting not that painful. Overall a decent enough easier shmup.

Aims for a psychedelic or surrealist approach of sorts from what I can tell, but it doesn't really stick the landing. The end result leaves next to nothing to say and is over in 15-20 minutes. Shallow enough to not even reach the knees, but not engaging or fun enough to excuse it.

Psychosis? What is this, a game about my freaking ex-wife

Meh. It's clearly going for a 'bizarro' theme, and it honestly doesn't land. This ain't a world made up of an evil subconscious: This is a beach with lego blocks and centipedes crawling over it. Ironically, the totally failed attempt at the vibe makes it look very Amiga-core. The stock enemy types and garish colors are more reminiscent of Apidya and such - and ironically, still plays better than most games of that ilk.

The game ends with a 2nd loop hook. Made me think a final boss was locked behind it, but nope - It's just their way of squeezing out more 'content value'.

visually and conceptually very cool. gameplay's pretty average for a shmup and suffers from gradius syndrome