When Psychonauts hit in 2005, it wasn’t just a clever platformer. It was part of a wave of action/adventure games experimenting with new types of storytelling.
That was the year of Shadow of the Colossus, which turned the power fantasy on its head by making you wince as you kill giant beasts; the year of Advent Rising, which evolved its mechanics and story based on how you played; the year of Indigo Prophecy, back when we gave Quantic Dream the benefit of the doubt.
Even that year’s bigger,
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