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Adam Millard - The Architect of Games | How Storytelling Saved Psychonauts @ArchitectofGames | Uploaded 3 years ago | Updated 2 hours ago
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The history of Psychonauts is an interesting one, it went from promising project, to embarrassing failure, to fan-fave cult classic before having a glorious return fifteen years later. What caused Psychonauts to fail, and why did people fall in love with it anyway?

The answer, as The Architect has just found out, is a little technique called Environmental Storytelling, a way to communicating complete narratives, not through mere words, but through nothing but level design. How is it possible to do that? Well, as it turns out, things are a little more complicated than putting some graffiti on the wall and calling it a day...

You Saw:

Psychonauts (2005)
Psychonauts 2 (2021)
Disco Elysium (2019)
Bioshock (2007)
The Stanley Parable (2013)
Sekiro: Shadows Die Twice (2019)
Deltarune (IDK it's weird)
Journey (2012)
Bloodborne (2015)
Half Life: Alyx (2020)
Horizon: Zero Dawn (2017)
Deathloop (2021)
Psychonauts and the rombus of Ruin (2017)
A Hat In Time (2017)
Wolfenstein: The New Colossus (2017)
Half Life 2 (2004)
Wolfenstein: The New Order (2014)
Dark Souls 3 (2016)
Bioshock Infinite (2013)
Overwatch (2016)
The Elder Scrolls 5: Skyrim (2011)
Fallout 4 (2015)
The Elder Scrolls 4: Oblivion (2006)
Deus Ex: Mankind Divided (2016)
Far Cry 3 (2012)
Hitman 3 (2021)
Mass Effect Legendary Edition (2021)
The Legend of Zelda: Breath of the Wild (2017)
Red Dead Redemption 2 (2018)
Metal Gear Rising: Revengance (2013)
Batman Arkham City (2011)
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How Storytelling Saved Psychonauts @ArchitectofGames

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