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Psychonauts
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| Psychonaughtys | |
|---|---|
| Developer | Double Fine Productions[a] |
| Publisher | Majesco Entertainment[b] |
| Director | Tim Schafer |
| Designer | Erik Robson |
| Programmers |
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| Artists |
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| Writers |
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| Composer | Peter McConnell |
| Platforms | |
| Release | |
| Genres | Platform, action-adventure |
| Mode | Single-player |
Psychonauts is a 2005 platform game developed by Double Fine Productions and published by Majesco Entertainment for Microsoft Windows, Xbox, and PlayStation 2. The game follows Razputin (Raz), a young boy gifted with psychic abilities, who runs away from a circus to try to sneak into a summer camp for those with similar powers to become a "Psychonaut", a spy with psychic abilities. He finds that there is a sinister plot occurring at the camp that only he can stop. The game is centered on exploring the strange and imaginative minds of various characters that Raz encounters as a Psychonaut-in-training/"Psycadet" to help them overcome their fears or memories of their past, so as to gain their help and progress in the game. Raz gains use of several psychic abilities during the game that are used for both attacking foes and solving puzzles.
Psychonauts was based on an abandoned concept that Double Fine founder Tim Schafer had during his previous development of Full Throttle. The game was initially backed by Microsoft's Ed Fries as a premiere title for the original Xbox console, but several internal and external issues led to difficulties for Double Fine in meeting various milestones and responding to testing feedback. Following Fries' departure in 2004, Microsoft dropped the publishing rights, making the game's future unclear. Double Fine was able to secure Majesco as a publisher a few months later allowing them to complete the game after four and a half years of development.
The game was well received, but publisher Majesco encountered a severe financial loss after the game's release and departed from the video game market. Psychonauts has earned a number of industry awards and gained a cult following. It has since been cited as one of the greatest video games ever made. In 2011, Double Fine acquired the rights for the title, allowing the company to republish the title through digital distribution with updates for modern gaming systems and ports for Mac OS X and Linux. Double Fine reported that their own sales of the game have far exceeded what was initially sold on its original release, with cumulative sales of nearly 1.7 million as of December 2015[update]. A sequel, Psychonauts 2, was announced at The Game Awards in December 2015 and was released on August 25, 2021.
Gameplay
[edit]Psychonauts is a platform game that incorporates various adventure elements. The player controls the main character Raz in a third-person, three-dimensional view, helping Raz to uncover a mystery at the Psychonauts training camp. Raz begins with basic movement abilities such as running and jumping, but as the game progresses, Razputin gains additional psychic powers such as telekinesis, levitation, invisibility, and pyrokinesis. These abilities allow the player to explore more of the camp as well as fight off enemies. These powers can be awarded either by completing certain story missions, gaining PSI ranks during the game, or purchasing them with hidden arrowheads scattered around the camp. Powers can be improved — such as more damaging pyrokinesis or longer periods of invisibility — through gaining additional PSI ranks.[4] The player can assign three of these powers to their controller or keyboard for quick use, but all earned powers are available at any time through a selection screen.[5]
The game includes both the "real world" of the camp and its surroundings, as well as a number of "mental worlds" which exist in the consciousness of the game's various characters. The mental worlds have wildly differing art and level design aesthetics, but generally have a specific goal that Raz must complete to help resolve a psychological issue a character may have, allowing the game's plot to progress. Within the mental worlds are censors that react negatively to Raz's presence, and attack him. There are also various collectibles within the mental worlds, including "figments" of the character's imagination which help increase Razputin's PSI ranking, "emotional baggage" which can be sorted by finding tags and bringing them to the baggage, and "memory vaults" which can unlock a short series of slides providing extra information on that character's backstory.[6] Most of these worlds culminate in a boss battle that fully resolves the character's emotional distress and advance the story.[7] The player is able to revisit any of these worlds after completing them to locate any additional collectibles they may have missed. Razputin is given some items early in the game, one that allows him to leave any mental world at any time, and another that can provide hints about what to do next or how to defeat certain enemies.
Raz can take damage from psychically empowered creatures around the camp at night, or by censors in the mental worlds; due to a curse placed on his family, Raz is also vulnerable to water. If Raz's health is drained, he is respawned at the most-recent checkpoint. However, this can only be done so many times while Raz is within a mental world, indicated by the number of remaining astral projections; if these are expended through respawning, Raz is ejected from the character's mind and must re-enter to make another attempt. Health and additional projections can be collected throughout the levels, or purchased at the camp store.
Plot
[edit]Setting
[edit]The story is set in the fictional Whispering Rock Psychic Summer Camp, a remote US government training facility under the guise of a children's summer camp. Centuries ago the area was hit by a meteor made of Psitanium (a fictional mineral that can grant psychic powers or strengthen existing powers), creating a huge crater. The Psitanium affected the local wildlife, giving them limited psychic powers, such as bears with the ability to attack with telekinetic claws, cougars with pyrokinesis, and rats with confusion gas. The Native Americans of the area called Psitanium "whispering rock", which they used to build arrowheads.
When settlers began inhabiting the region, the psychoactive properties of the meteor slowly drove them insane. An asylum named Thorny Towers Home of the Disturbed was built to house the afflicted, but within fifteen years, the asylum had more residents than the town did and the founder Houston Thorny committed suicide by throwing himself from the asylum's tower. The government relocated the remaining inhabitants and flooded the crater to prevent further settlement, creating what is now Lake Oblongata. The asylum still stands, but has fallen into disrepair.
The government took advantage of the Psitanium deposit to set up a training camp for Psychonauts, a group of agents gifted with psychic abilities used to help defeat evil-doers. The training ground is disguised as a summer camp for young children, but in reality helps the children to hone their abilities and to train them to be Psychonauts themselves. Due to this, only those recruited by the Psychonauts are allowed into the camp.
Characters
[edit]The protagonist and playable character of the game is Razputin "Raz" Aquato (voice actor Richard Horvitz), the son of a family of circus performers, who runs away from the circus to become a Psychonaut, despite his father Augustus' wishes. His family is cursed to die in water, and a watery hand called the Hand of Galochio attempts to submerge Raz whenever he approaches any significantly deep water.
When at camp, Raz meets four of the Psychonauts that run the camp: the cool and calculating Sasha Nein (voice actor Stephen Stanton), the fun-loving Milla Vodello (voice actress Alexis Lezin), the regimental Agent/Coach Morceau Oleander (voice actor Nick Jameson), and the aged, Mark Twainesque Ford Cruller (voice actor David Kaye), said by Razputin to have been the greatest leader the Psychonauts ever had, until a past psychic duel shattered Ford's psyche and left him with dissociative identity disorder. Only when he is near the large concentration of Psitanium does his psyche come together enough to form his real personality.
During his time at camp, Raz meets several of the other gifted children including Lili Zanotto (voice actress Nicki Rapp), the daughter of the Grand Head of the Psychonauts, who falls in love with him at first sight (which he eventually reciprocates); and Dogen Boole (voice actress Nika Futterman), the grandson of one of the Psychonaut's founders who can communicate with animals and goes around with a tin foil hat to prevent his abilities from causing anyone's head to explode.
Raz also meets the residents of the insane asylum including ex-dentist and brain surgeon Dr. Caligosto Loboto; as well as Boyd Cooper, a former security guard that holds a number of government conspiracy theories about a person known as "the Milkman"; Fred Bonaparte, an asylum orderly struggling control over his mind by a hallucination of his ancestor, Napoleon Bonaparte; Gloria Van Gouton, a former actress driven insane by a family tragedy; Edgar Teglee, a painter whose girlfriend cheated on him; and Linda, the gigantic lungfish that, due to Oleander and Loboto's experiments on it (which included a mind-control chip in its' brain) brings campers to the asylum.
Story
[edit]Razputin, having fled from the circus, tries to sneak into the camp, but is caught by the Psychonauts. They agree to let him stay until his parents arrive, but refuse to let him take part in any activities.[8] However, they do allow him to take part in Morceau's "Basic Braining" course, which he easily passes. Impressed, Sasha invites Raz to take part in an experiment to determine the extent of his abilities.[9]
During the experiment, Raz comes across a vision of Dr. Loboto, an insane ex-dentist, extracting Dogen's brain, but is unable to intervene.[10] Raz eventually realizes that the vision is true after finding Dogen without his brain, but the Psychonauts refuse to believe him.[11]
After receiving additional training from Milla, Raz learns that Dr. Loboto is working on behalf of Morceau, who intends to harvest the campers' brains to power an army of psychic death tanks. Lili is soon abducted as well, and with both Sasha and Milla missing, Raz takes it upon himself to infiltrate the abandoned Thorny Towers Home of the Disturbed insane asylum where she was taken. Ford gives him a piece of bacon which he can use to contact him at any time, and tasks him with retrieving the stolen brains so that he can return them to the campers.
Raz frees the mutated lungfish Linda from Morceau's control, and she takes him safely across the lake. At the asylum, Raz helps the inmates overcome their illnesses, and they help him access the upper levels of the asylum, where Loboto has set up his lab. He frees Lili and restores Sasha and Milla's minds, allowing them to confront Morceau. The inmates subsequently burn down the asylum, allowing Morceau to transfer his brain to a giant tank. Raz defeats him, but when he approaches the tank, it releases a cloud of sneezing powder, causing him to sneeze his brain out.
Raz uses his telekinesis to place his brain inside the tank, merging it with Morceau's. Inside, Raz discovers that Morceau's evil springs from his childhood fear of his father, who ran a butcher shop. At the same time, Raz's own father appears and the two dads join forces. However, he turns out to be an imposter, with Raz's real father, Augustus, appearing and using his own psychic abilities to fix his son's tangled mind and beat the personal demons. At the camp's closing ceremony, Ford presents him with a uniform and welcomes him into the Psychonauts. Raz prepares to leave camp with his father, but word arrives that the Grand Head of the Psychonauts—Lili's father, Truman Zanotto—has been captured. Thus Raz and the Psychonauts fly off on their new mission.
Development
[edit]Psychonauts was the debut title for Double Fine Productions, a development studio that Tim Schafer founded after leaving LucasArts, following their decision to exit the point-and-click adventure game market. Schafer's initial studio hires included several others that worked alongside him on Grim Fandango (1998).[12] Super Mario 64 (1996) had introduced him to direct player character movement in a 3D space, along with Final Fantasy VII (1997) and The Legend of Zelda: The Ocarina of Time (1998), which also prominently featured storytelling and puzzle-solving, like Schafer's previous works. He said, "I think that was the moment where I was like, 'I don't think I want to make a point-and-click adventure anymore. I think I want to make a console game. I want to make a character-driven console game that is just really immediate and has more action, but, you know, still has a lot of narrative.'"[13]
The conception of Psychonauts can be traced as far back as during the development of Full Throttle, where Schafer envisioned a sequence in which the protagonist Ben goes under a peyote-induced psychedelic experience. This was eventually ejected from the game for not being family-friendly enough, though Schafer still held a fascination with products of the subconscious, feeling that one could "understand your mind better" through dreams rather than thinking consciously. In his later years at LucasArts, Schafer pitched a "spy game" featuring martial arts and meditation, in which the player character would solve puzzles by embarking on vision quests through their mind. One of Schafer's co-workers misinterpreted his pitch, believing that the player would go into other peoples' minds, and Schafer realized that he preferred this idea.[14]
Other influences include the film Dreamscape (1984), in which the main character can enter into other peoples' dreams, and in a child's dream, his father is portrayed in an exaggeratedly negative manner, as is Razputin's father in Psychonauts; the Haruki Murakami novel Hard-Boiled Wonderland and the End of the World (1985), which inspired the concept of visiting dream-like constructs inside a character's head; the Jet Li films The New Legend of Shaolin (1994) and My Father Is a Hero (1995), in which the main character is accompanied by a child who is abnormally determined and mature for his age, much like Raz; The Fly II (1989), where a group of children with psychic abilities are held in a research facility and experimented on (this evolved into the idea of Psychonauts taking place at a summer camp); The Nightmare Before Christmas (1993), as the team was inspired by the visuals of the scene where Jack Skellington confronts Oogie Boogie when creating the level "Black Velvetopia", as well at the film's overall craftsmanship, and initially desired to recreate the stop-motion style, though they were limited by a lack of technical expertise; the work of artist Joe Sorren, who was drawn from heavily when designing the characters, with their unconventional proportions and color schemes; the video game Skies of Arcadia (2000), which features collectibles that are hidden underground and make the player's controller vibrate when they stand over them, much like the arrowheads in Psychonauts; both The Suffering (2004) and the work of artists Jean-Michel Basquiat and Paul Klee inspired the idea for figments according to different members of the team.[15][13]
While still working at LucasArts, Schafer decided to use the name "Raz" for the main character because he liked the nickname of the LucasArts animator, Razmig "Raz" Mavlian. When Mavlian joined Double Fine, there was increased confusion between the character and the animator. The game's associate producer, Camilla Fossen, suggested the name "Rasputin". As a compromise, Double Fine's lawyer suggested the trademarkable name "Razputin", which was used for the game.[16]
Most of the game's dialog and script was written by Schafer and Erik Wolpaw, who at the time was a columnist for the website Old Man Murray.[17] After establishing the game's main characters, Schafer undertook his own exercise to write out how the characters would see themselves and the other characters' on a social media site similar to Friendster, which Schafer was a fan of at the time and from where he met his wife-to-be.[18]
This helped him to solidify the characters in his own head prior to writing the game's dialog, as well as providing a means of introducing the characters to the rest of the development team.[19] To help flesh out character dialog outside of cutscenes, Schafer developed an approach that used dozens of spoken lines by a character that could be stitched together in a random manner by the game as to reduce apparent repetition; such stitching included elements like vocal pauses and coughs that made the dialog sound more natural.[20] Schafer used the camp and woods setting as a natural place that children would want to wander and explore.[18]

The game's mental worlds were generally a result of an idea presented by Schafer to the team, fleshed out through concept art and gameplay concepts around the idea, and then executed into the game with the asset and gameplay developers, so each world had its own unique identity.[21] One of the game's most famous levels is "The Milkman Conspiracy", which takes place in the mind of Boyd, one of the patients at the mental hospital who is obsessed with conspiracy theories.[22] Schafer had been interested in knowing what went on inside the minds of those that believed in conspiracy theories, inspired by watching Capricorn One as a child.[21]
During a Double Fine dinner event, someone had uttered the line "I am the milkman, my milk is delicious.", which led Schafer to create the idea of Boyd, a milkman bent on conspiracy theories.[21] Schafer then worked out a web of conspiracy theories, wanting the level to be a maze-like structure around those, tying that in to Boyd's backstory as a person who had been fired from many different jobs, partially inspired by a homeless person that Double Fine occasionally paid to help clean their office front. Schaefer had wanted the 1950s suburban vibe to the level as it would fit in with the spy theme from the same period. Artist Scott Campbell fleshed out these ideas, along with the featureless G-men modeled after the Spy vs. Spy characters.[21]
Peter Chan came up with the idea of vaulting the suburban setting into vertical spaces as to create a maze-like effect, which inspired the level designers and gameplay developers to create a level where the local gravity would change for Raz, thus allowing him to move across the warped setting that was created. The level's unique gameplay aspect, where Raz would need to give specific G-men a proper object as in point-and-click adventure games, was from gameplay developer Erik Robson as a means to take advantage of the inventory feature that they had given Raz. Schafer had wanted Wolpaw to write the lines for the G-men, but as he was too busy, Schafer ended up writing these himself.[21]
The art design crew included background artist Peter Chan and cartoonist Scott Campbell.[17] Voice actor Richard Steven Horvitz, best known for his portrayal of Zim in the cult favorite animated series Invader Zim, provides the voice of Raz, the game's protagonist. Initially the team tried to bring in children to provide the voices for the main cast, similar to Peanuts cartoons, but struggled with their lack of acting experience.
Schafer had selected Horvitz based on his audition tapes and ability to provide a wide range of vocal intonations on the spot, providing them with numerous takes to work with.[18] Raz was originally conceived as an ostrich suffering from mental imbalance and multiple personalities. Tim Schafer killed the idea because he strongly believes in games being "wish fulfillments," guessing that not many people fantasize about being an insane ostrich.[19]
Double Fine created a number of internal tools and processes to help with the development of the game, as outlined by executive producer Caroline Esmurdoc.[23] With the focus of the game on Raz as the playable character within a platform game, the team created the "Raz Action Status Meeting" (RASM). These were held bi-weekly with each meeting focusing on one specific movement or action that Raz had, reviewing how the character controlled and the visual feedback from that so that the overall combination of moves felt appropriate. With extensive use of the Lua scripting language, they created their own internal Lua Debugger nicknamed Dougie, after a homeless man near their offices they had befriended, that helped to normalize their debugging processes and enable third-party tools to interact with the name.[23]
With a large number of planned cutscenes, Double Fine took the time to create a cutscene editor so that the scriptwriters could work directly with the models and environments already created by the programmers without requiring the programmer's direct participation. For level design, though they had initially relied on the idea of simply placing various triggers throughout a level to create an event, the resulting Lua code was large and bulky with potential for future error.
They assigned eight of the game programmers to assist the level developers to trim this code, and instituted an internal testing department to overlook the stability of the whole game which had grown beyond what they could do internally. Initially this was formed from unpaid volunteers they solicited on Double Fine's web site, but following the signing of the Majesco publication deal in 2004, they were able to commit full-time staff to this team.[23]
Production and publishing difficulties
[edit]Esmurdoc described the development of Psychonauts as difficult due to various setbacks, compounded by the new studio's lack of experience in how to manage those setbacks.[23] The game's initial development began in 2001 during the dot-com boom. Due to the cost of office space at that time, Double Fine had established an office in an inexpensive warehouse in San Francisco that initially fit their development needs.
By 2003, they had come to realize the area they were in was not safe or readily accommodating, slowing down their development. With the collapse of the dot-com bubble, they were able to secure better office space, though this further delayed production.[23] Schafer was also handling many of the duties for both the studio and the development of the game. Though some of the routine business tasks were offloaded to other studio heads, Schafer brought Esmurdoc onto the project in 2004 to help produce the game while he could focus on the creative side.[23]
The intent to allow all developers to have artistic freedom with the game created some internal strife in the team, particularly in the level design; they had initially scoped that level designers would create the basic parts of a level - main paths, scripted events, and the level's general design, while the artists would build out the world from that. As development progressed, they determined that the artists should be the ones constructing the level geometry, which the level designers resented.
Subsequently, levels that were generated were not to the expected standards due to conflicts in the toolsets they used and Schafer's inability to oversee the process while handling the other duties of the studio. In 2003, the decision was made to dismiss all but one of the level design team, and unify the level design and art into a World Building team overseen by Erik Robson, the remaining level designer and who would go on to become the game's lead designer; the change, which Esmurdoc stated was for the better, disrupted the other departments at Double Fine.[17][23]
Psychonauts was to be published by Microsoft for release exclusively on their Xbox console; Schafer attributes this to Microsoft's Ed Fries, who at the time of Psychonauts's initial development in 2001, was looking to develop a portfolio of games for the new console system.[24] Schafer believes that Fries was a proponent of "pushing games as art", which helped to solidify Double Fine's concept of Psychonauts as an appropriate title for the console after the team's collected experience of developing for personal computers.[24]
However, according to Esmurdoc, Microsoft had also created some milestones that were unclear or difficult to meet, which delayed the development process.[23] She also believes that their own lack of a clear vision of the ultimate product made it difficult to solidify a development and release schedule for the game as well as created confusion with the publisher.[23] Schafer stated that Microsoft also found some of their gameplay decisions to be confusing based on play-testing and requested them to include more instructional information, a common approach for games during the early 2000s, while Schafer and his team felt such confusion was simply the nature of the adventure-based platform that they were developing.[25]
Double Fine was also resistant to make changes that Microsoft had suggested from play-testing, such as making the humor secondary to the story, removing the summer camp theme, and drastically altering the story.[26] Fries departed Microsoft in January 2004; shortly thereafter, the company soon pulled the publishing deal for Psychonauts.[24]
Esmurdoc said that Microsoft's management considered Double Fine to be "expensive and late", which she agreed had been true but did not reflect on the progress they had been making at this point.[23] Schafer also noted that at the time of Microsoft's cancellation that they were planning on transitioning to the Xbox 360 and were not funding any further development of games that would not be released after 2004; even though Schafer had set an approximate release date in the first quarter of 2005 by this point, Microsoft still opted to cancel.[18]
Following this, Schafer and Esmurdoc worked to secure a new publishing deal while using internal funds and careful management to keep the project going.[23] One source of funds that helped keep the company operational came from Will Wright, who had recently sold his company Maxis to Electronic Arts. Prevented from investing into Double Fine by the Maxis deal, he instead provided Double Fine a loan of funds that kept them afloat over the next several months. Wright is credited for this support within the game.[27]
By August 2004, Double Fine had negotiated a new publishing deal with Majesco Entertainment to release the game on Windows as well as the Xbox. Tim Schafer was quoted as saying "Together we are going to make what could conservatively be called the greatest game of all time ever, and I think that's awesome."[28]
Though the publishing deal ensured they would be able to continue the development, Esmurdoc stated they had to forgo plans for hiring new developers to meet the scope of the game as agreed to with Majesco. Subsequently, the studio entered, as described by Esmurdoc, "the most insane crunch I have ever witnessed" in order to complete the game.[23] This was compounded when Majesco announced a PlayStation 2 port to be developed by Budcat Creations in October 2004, which further stretched the availability of Double Fine's staff resources.[23] The game went gold in March 2005; Esmurdoc attributes much of the success of this on the solidarity of the development team that kept working towards this point.[23]
A GameCube port of the game was planned, but was cancelled after publisher Majesco Entertainment dropped support for the platform.[29] This may have been partially due to the game's extensive use of FMVs and voice recordings, resulting in a large file size (about 4.7 GB), which would have presented difficulties with the GameCube's MiniDVD format (about 1.5 GB).[citation needed]
Esmurdoc stated that Psychonauts took about 4.5 years to complete — though that without all the complications the real development time was closer to 2 years — with a team of 42 full-time developers and additional contractors, with a final budget of $11.5 million.[23]
Music
[edit]The soundtrack to Psychonauts was composed by Peter McConnell, known for his work on LucasArts titles such as Grim Fandango and Day of the Tentacle. Schafer's familiarity with McConnell, having worked with him on numerous projects in the past, led Schafer to select him for the soundtrack composition.[18] The Psychonauts Original Soundtrack, featuring all the in-game music, was released in 2005.[30][31] The following year, in late 2006, Double Fine released a second soundtrack, Psychonauts Original Cinematic Score, containing music from the game's cutscenes as well as a remix of the main theme and credits.[32]
Release
[edit]The final U.S. release date for the game on Xbox and Windows was April 19, 2005, with the PlayStation 2 port following on June 21, 2005.[33] Psychonauts was re-released via Valve's Steam digital distribution platform on October 11, 2006. Although initially unplayable on the Xbox 360, Tim Schafer spearheaded a successful e-mail campaign by fans which led to Psychonauts being added to the Xbox 360 backwards compatible list on December 12, 2006,[34] and on December 4, 2007, Microsoft made Psychonauts one of the initial launch titles made available for direct download on the Xbox 360 through their Xbox Originals program.
Acquisition of rights and republishing
[edit]In June 2011, the original publishing deal with Majesco expired, and full publication rights for the game reverted to Double Fine.[35] When Majesco's rights expired, the game was temporarily removed from the service in August 2011, as Microsoft does not allow unpublished content on its Xbox Live Marketplace. Schafer worked with Microsoft to gain their help in publishing the title under the Microsoft Studios name, and the game returned to the Marketplace in February 2012.[36]
In September 2011, Double Fine released an updated version for Microsoft Windows and a port to Mac OS X and Linux through Steam. The new version provided support for Steam features including achievements and cloud saving. The Mac OS X port was developed in partnership with Steven Dengler's Dracogen. In conjunction with this release, an iOS application, Psychonauts Vault Viewer!, was released at the same time, featuring the memory vaults from the game with commentary by Tim Schafer and Scott Campbell.[37] The game was added to the PlayStation Network store as a "PS2 Classic" for the PlayStation 3 in August 2012.[38] As part of a deal with Nordic Games, who gained the rights to Costume Quest and Stacking after THQ's bankruptcy, Double Fine took over publishing rights for both games, while Nordic published and distribute retail copies of all three games for Windows and Mac OS X systems.[39] Double Fine offered Psychonauts as part of a Humble Bundle in June 2012.[40][41] In 2016, Double Fine also released Psychonauts as a classic title for use with the PlayStation 4's emulation software.[42]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | (Xbox) 88/100[43] (PC) 87/100[44] (PS2) 86/100[45] |
| OpenCritic | 89/100[46] 100% Critics Recommend |
| Publication | Score |
|---|---|
| Eurogamer | 8/10[47] |
| GameSpot | 8.4/10[48] |
| GameSpy | |
| IGN | 8.7/10[7] |
| The Sydney Morning Herald | 4.5/5[4] |
Psychonauts received positive reception, according to review aggregator website Metacritic.[43][44][45] Schafer and Wolpaw's comedic writing was highly praised, as well as the uniqueness and quirks that the individual characters were given.[5][6][7][48][22] Alex Navarro of GameSpot commented favorably on the "bizarre" cast of characters, their conversations that the player can overhear while exploring the camp, and how these conversations will change as the story progresses, eliminating repetition that is typical of such non-player characters in platform games.[48] Tom Bramwell of Eurogamer found that he was incentivized to go back and explore or experiment in the game's level to find more of the comedic dialog that others had observed.[6] The game was also noted for its innovations, such as the use of a second-person perspective during a boss battle.
The game's art and level design (in particular, the designs of the various mental worlds that Raz visits) were well-received.[7][22] Jason Hill of the Sydney Morning Herald stated that each of the dream worlds "is a memorable journey through the bizarre inner psyche" of the associated character.[4] Two particular levels have been considered iconic of the game's humor and style: the aforementioned Milkman Conspiracy,[22][49] and Lungfishopolis, where Raz enters the mind of a lungfish monster that lives near camp; in the lungfish's mind Raz is portrayed as a giant monster akin to Godzilla that is attacking the tiny lungfish citizens of Lungfishopolis, effectively creating an absurd role reversal of the typical giant monster formula.[7][50]
The overall game structure has been a point of criticism. Some reviewers identified that the first several hours of the game are focused on tutorials and instruction, and are less interesting than the later mental worlds.[22] The game's final level, the "Meat Circus", was also considered unexpectedly difficult when compared to earlier sections of the game, featuring a time limit and many obstacles that required an unusual level of precision.[7][47] On its re-release in 2011, Double Fine adjusted the difficulty of this level to address these complaints.[51] Some found that the game's humor started to wane or become predictable in the latter part of the game.[7]
GamingOnLinux reviewer Hamish Paul Wilson gave the game 8/10, praising the game's creativity and presentation, but also criticizing several other areas of the game, including the large number of unaddressed bugs. Wilson concluded that "Psychonauts has to be viewed as a flawed masterpiece".[52] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[53]
Awards
[edit]- E3 2005 Game Critics Awards: Best Original Game[54]
- British Academy Video Games Awards 2006: Best Screenplay[55]
The editors of Computer Games Magazine presented Psychonauts with their 2005 awards for "Best Art Direction" and "Best Writing", and named it the year's tenth-best computer game. They called the game "a wonderfully weird journey high on atmosphere, art direction, and creativity."[56] Psychonauts won PC Gamer US's 2005 "Best Game You Didn't Play" award. The editors wrote, "Okay, look, we gave it an Editors' Choice award — that's your cue to run out right now and buy Tim Schafer's magnificent action/adventure game. So far, only about 12,000 PC gamers have." It was also a nominee for the magazine's "Game of the Year 2005" award, which ultimately went to Battlefield 2.[57] During the 9th Annual Interactive Achievement Awards, Psychonauts received a nomination for "Outstanding Achievement in Game Design" by the Academy of Interactive Arts & Sciences.[58] Psychonauts won the award for Best Writing at the 6th Annual Game Developers Choice Awards.[59]
Sales
[edit]Psychonauts did not reach publisher Majesco's retail sale expectations.[60] Although the game was first cited as the primary contributing factor to a strong quarter immediately following its launch,[61] a month later Majesco revised their fiscal year projections from a net profit of $18 million to a net loss of $18 million,[62] and at the same time its CEO, Carl Yankowski, announced his immediate resignation.[63] By the end of the year, the title had shipped fewer than 100,000 copies in North America, and Majesco announced its plans to withdraw from the "big budget console game marketplace".[64] Schafer stated that by March 2012 the retail version Psychonauts had sold 400,000 copies.[65]
Following Double Fine's acquisition of the rights, they were able to offer the game on more digital storefronts and expand to other platforms; as previously described, this allowed the company to achieve sales in a short term far in excess of what they had been prior to obtaining the rights. In the announcement for Psychonauts 2 in December 2015, Schafer indicated that Psychonauts sold nearly 1.7 million copies, with more than 1.2 million occurring after Double Fine's acquisition of the rights. Double Fine lists 736,119 sold copies via the Humble Bundle (including a Steam key), 430,141 copies via the Steam storefront, 32,000 GOG.com copies, and 23,368 Humble Store copies.[66][67][68] On Humble Bundle, the game sold well, with Schafer stating that they sold more copies of Psychonauts in the first few hours of the Bundle's start than they had since the release of the retail copy of the game.[69] Later in 2012, Schafer commented that their ability to use digital venues such as Steam that "[Double Fine] made more on Psychonauts this year than we ever have before".[24]
Legacy
[edit]Sequels
[edit]A sequel to Psychonauts has been of great interest to Schafer, as well as to fans of the game and the gaming press.[70][71][72][73] Schafer had pitched the idea to publishers but most felt the game too strange to take up.[72][74] During the Kickstarter campaign for Double Fine's Broken Age in February 2012, Schafer commented on the development costs of a sequel over social media, leading to a potential interest in backing by Markus Persson, at the time the owner of Mojang.[75] Though Persson ultimately did not fund this, interactions between him and Double Fine revealed the possibility of several interested investors to help.[76]
In mid-2015, Schafer along with other industry leaders launched Fig, a crowd-sourced platform for video games that included the option for accredited investors to invest in the offered campaigns. Later, at the 2015 Game Awards in December, Schafer announced their plans to work on Psychonauts 2, using Fig to raise the $3.3 million needed to complete the game, with an anticipated release in 2018.[77] The campaign succeeded on January 6, 2016.[78] The sequel was released on August 25, 2021 and sees the return of Richard Horvitz and Nikki Rapp as the voices of Raz and Lili respectively, along with Wolpaw for writing, Chan and Campbell for art, and McConnell for music.[79]
Additionally, Double Fine has developed a VR title called Psychonauts in the Rhombus of Ruin for use on Oculus Rift, HTC Vive, and PlayStation VR. Released in 2017, it serves as a standalone chapter to tie the original game and its sequel, based on Raz and the other Psychonauts rescuing Truman Zanotto.[80] Psychonauts 2 was released on August 25, 2021.[81]
Appearance in other media
[edit]The character Raz has made appearances in other Double Fine games, including as a massive Mount Rushmore-like mountain sculpture in Brütal Legend, and on a cardboard cutout within Costume Quest 2. Raz also appeared in a downloadable content package as a playable character for Bit.Trip Presents... Runner2: Future Legend of Rhythm Alien.[82] A cameo of Raz appears in Alice: Madness Returns which can be found at the Red Queen's castle as a propped-up skeleton that bears a striking resemblance to the protagonist itself.[83] There is also a hidden symbol of Raz in A Hat in Time which can be found using one of the hat abilities in a certain part of Chapters 3 Act 4.
Notes
[edit]- ^ Budcat Creations helped with the PlayStation 2 port.
- ^ The Windows (Steam), Mac OS X and Linux ports are self published by Double Fine Productions, along with the PS2 version on PS2 classics for PS3 and as a classic title for PS4. The Windows (Xbox Live) and the Original Xbox ports on Xbox Live Marketplace are published by Microsoft Studios.
References
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Milla Vodello: Now darling, you can stay here for a few days until your parents come for you, but we can't let you participate in any paranormal training without your parents' consent. I'm sorry.
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Sasha Nein: Your performance, young cadet, was outstanding. I'd like you to report to my lab for some advanced training.
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Doctor Loboto: Little boy, I am sorry to say that you have a very serious mental problem. The trouble originates in this area here. The area that we in the medical profession like to refer to as...the brain! You see, son...it's just no good! I hate to be so blunt, but...you have the insanity...of a manatee! / Dogen: I know. People are always saying that. What do you think's wrong with my brain, doctor? / Doctor Loboto: How should I know, I'm a dentist. But here's what I do know: if a tooth is bad, you pull it!
- ^ Double Fine Productions. Psychonauts (Xbox). Majesco. Level/area: Whispering Rock.
Razputin: Dogen! Are you okay? I had the strangest machine-induced dream about you. / Dogen: T.V.? / Razputin: Well, first of all, Sasha Nein invited me down to his secret lab, and— / Dogen: T.V.? / Razputin: (looks through Dogen's head to find that his brain is missing) He's completely brainless! The dream was true!
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I love that game and I would love to do something with it someday, but right now we're not working on that. If the fans keep talking about it, maybe it will happen.
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{{cite web}}:|first1=has generic name (help)CS1 maint: numeric names: authors list (link) - ^ DoubleFineProd (January 6, 2016), Thanks for Funding Psychonauts 2!, archived from the original on December 22, 2021, retrieved June 20, 2016
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External links
[edit]Psychonauts
View on GrokipediaGameplay
Mechanics
Psychonauts is played from a third-person perspective, with controls emphasizing fluid platforming mechanics. The player navigates Razputin Aquato through environments using standard movement inputs for walking and running, and a double jump for reaching higher platforms. Environmental interactions, such as climbing ledges or activating switches, are handled via contextual prompts that allow Raz to grab, push, or manipulate objects in the surroundings.[10][11] Razputin acquires a variety of psychic powers throughout the game, primarily through training sessions with camp counselors and by increasing his PSI Cadet Rank via collectibles. Key powers include telekinesis, which enables lifting and throwing objects or enemies; pyrokinesis, allowing Raz to set targets ablaze with mental fire; clairvoyance, which lets him see through the eyes of other characters or objects to reveal hidden paths; levitation, creating a psychic bubble for floating and gliding across gaps; and PSI blast (Marksmanship), a ranged energy projectile for distant attacks. These powers are equipped in a radial menu, with only a limited number active at once, and can be upgraded by collecting figments—colorful manifestations of thoughts that contribute to rank progression. Mental cobwebs block paths and are cleared using the Cobweb Duster (a purchasable gadget), allowing access to additional collectibles for rank progression and unlocking enhanced abilities like increased range or damage.[10][12][13][14] The inventory system includes gadgets like the Cobweb Duster for clearing mental cobwebs. Figments are collected by direct contact and contribute to rank advancement, while emotional baggage—tagged suitcases representing unresolved psychological issues—requires finding and picking up the tags by touching them, then touching the corresponding baggage to automatically pair and claim it; collecting all emotional baggage in a level unlocks a special "Primal Memory" reel, marked with a red film reel in the menu, which shows concept art related to that section of the game—this is distinct from the punchable blue Memory Vaults that provide actual backstory memories. These items contribute to Raz's progression without manual management, while other collectibles like PSI cards are collected along with PSI cores to form PSI Challenge Markers, which increase the PSI Cadet Rank, the overall character level progression involving all of Raz's skills. Mental worlds serve as primary arenas where these mechanics are applied to navigate surreal landscapes and resolve conflicts.[12][15][16][17][18][19]Levels and Environments
Psychonauts features a central hub world set at Whispering Rock Psychic Summer Camp, a sprawling outdoor facility divided into areas like the main campgrounds, kids' cabins, the lake, and surrounding forests, serving as the primary navigation space for Razputin Aquato (Raz) between missions.[20] This camp environment encourages exploration through side activities and collectibles, such as digging up buried psitanium arrowheads that serve as currency for purchasing items at the camp store, and collecting PSI cards that can be combined with cores to unlock ability enhancements. The camp's design integrates platforming elements and hidden secrets, fostering a sense of discovery while transitioning players to surreal mental environments. Additionally, there is a scavenger hunt for 16 hidden items throughout the camp; collecting eight of them unlocks four PSI Cadet ranks, and collecting all 16 unlocks another four ranks.[21] The game's progression involves entering the minds of other characters using the psycho-portal, a special device employed by trained psychonauts to project consciousness into mental worlds. To initiate entry, the psycho-portal is thrown at the target's head, where it attaches and opens a door-like portal through which Raz projects himself to access the surreal mental environment reflecting the host's psyche.[22] "Basic Braining" specifically refers to the first merit badge Raz earns by completing Coach Oleander's obstacle course, a tutorial level within Oleander's mind accessed via the psycho-portal by jumping into the coach's head visualization at the tree fort, which teaches navigation and basic use of PSI powers inside mental environments rather than the general ability to enter minds freely.[23][24] These mental worlds are non-linear in exploration but linear in sequence, each tailored to the inhabitant's personality and traumas, utilizing Raz's abilities like telekinesis for object manipulation, pyrokinesis for lighting fuses, and levitation for aerial navigation to solve environment-specific puzzles.[25] The Brain Tumbler Experiment, a training facility in Sasha Nein's laboratory that serves as a mental world within Raz's own mind, becomes available early in the game after completing Sasha's Shooting Gallery and allows for revisiting previously explored minds for additional training, figment collection, and progression throughout the game, including after night falls.[26] Key mental worlds include Sasha Nein's Shooting Gallery, a stark, warehouse-like firing range themed around military precision and emotional suppression, where players complete target-shooting challenges; the boss fight against the Mega Censor, a giant censor manifestation, in a cubic arena where players close vents to prevent healing and attack it directly using PSI Blast.[20][27] Milla Vodello's Dance Party manifests as a vibrant 1970s disco set within a multi-roomed disco structure, emphasizing rhythm and joy with puzzles involving the sorting of emotional baggage (represented as tag-based luggage, a collectible mechanic present in all mental worlds) and platforming on disco balls, featuring pursuits by Nightmares and a hidden nursery room accessible via levitation, containing child-themed figments and a memory vault providing backstory for collectibles and story purposes only, with no traditional boss fight.[28][29] Further levels like Lungfishopolis, a mental world within the mind of the giant lungfish Linda, are themed as a colossal 1950s sci-fi cityscape parodying the Godzilla films, in which Raz is portrayed as the giant monster "Goggalor" destroying buildings using telekinesis, and featuring an epic boss encounter against Kochamara, Coach Oleander's giant superhero persona, depicted as a colorful super sentai-style figure.[30][31][32] Collectibles are integral to level completion and 100% progression, with figments—colorful, imagination-inspired objects—scattered throughout each environment, contributing directly to Raz's overall rank (calculated from figments collected across all levels), which unlocks new PSI powers like invisibility or pyrokinesis at certain rank thresholds.[33] Other items include mental cobwebs that block paths and must be cleared with the Cobweb Duster, PSI cores that are purchased at the camp store using arrowheads, and memory vaults, which are chaseable vault-themed dog-like creatures containing core memories of the mental world's host, accessed by pursuing and punching them open to reveal backstory glimpses without advancing the plot.[34][35] Achieving 100% completion in a level requires collecting all figments, clearing all cobwebs, opening all memory vaults, and sorting all emotional baggage, contributing to overall game progress and Raz's rank but not granting additional secrets within the level itself.[33]Psychonauts 2
Psychonauts 2 builds on the original's mechanics with refinements and expansions. Raz gains access to the Motherlobe hub, a psychic headquarters with non-mental exploration areas. Core platforming and basic braining remain, but with infinite PSI energy, removing meter management. New powers include PSI-Pop for creating explosive thought bubbles, Nightangone for turning thoughts into temporary platforms or shields, and mental connections to link minds for cooperative puzzles. Collectibles evolve to PSI Seeds (for power upgrades), Memory Pollen (health restoration), and expanded figments/emotional baggage. Mental worlds feature deeper branching narratives and platforming challenges, emphasizing mental health themes through interactive therapy-like sequences. Combat introduces combo chains with new abilities like Lucidity (slow-motion dodge) and PSI Shields for defense.[36][37]Plot
Setting
The Psychonauts organization operates as a secretive international agency of psychic operatives dedicated to protecting the world from mental and psychic threats, including invasive thoughts, psychological disturbances, and supernatural anomalies that endanger global stability.[1] Founded by the Psychic Six—a pioneering group of exceptional psychics who established the agency in its early days—the Psychonauts employ telepathic infiltration and other mental abilities to neutralize dangers before they manifest in the physical realm.[38] The group's history traces back to efforts to harness and control emerging psychic phenomena, evolving into a structured force against entities that exploit human subconscious vulnerabilities.[39] The primary real-world location in the narrative is Whispering Rock Psychic Summer Camp, a remote, government-operated facility masquerading as a typical summer retreat but serving as a rigorous training ground for children exhibiting psychic potential.[1] Situated in a secluded valley near a psitanium-rich deposit that amplifies mental abilities, the camp's layout includes camper cabins clustered around a central green, a main lodge for communal activities, winding paths leading to specialized training areas like the lakefront and obstacle courses, and hidden underground labs for advanced psychic instruction.[40] Overseen by seasoned Psychonaut counselors such as Sasha Nein, Morceau Oleander, and Milla Vodello, the camp's purpose is to nurture young recruits through structured exercises in psychic control, combat, and empathy, preparing them for full agency membership while fostering a sense of community among the gifted youth.[41] Central to the universe's world-building are mental worlds, surreal projections of an individual's subconscious accessed via telepathic projection, where abstract thoughts and emotions take tangible form for exploration and intervention.[1] These inner realms adhere to psychic rules: figments appear as colorful, symbolic manifestations of everyday ideas and memories that populate the landscape, serving as collectible echoes of the mind's creativity; emotional baggage materializes as literal suitcases or packs containing unresolved traumas, which must be unpacked and confronted to alleviate psychological burdens; and nebulous entities emerge as hostile, amorphous threats representing suppressed fears or external psychic incursions that Psychonauts must battle to restore mental equilibrium.[1] This framework underscores the lore's emphasis on the interplay between psychic powers—historically amplified by rare minerals like psitanium—and the ongoing battle against intangible foes that prey on human psyches.[42]Characters
Razputin "Raz" Aquato serves as the protagonist of Psychonauts, a 10-year-old boy born into the Aquato family circus, where his parents and siblings are skilled acrobats who harbor a deep fear and prejudice against psychics due to longstanding family superstitions.[1] Despite this, Raz discovers and nurtures his innate psychic abilities from a young age, dreaming of joining the elite Psychonaut organization to use his powers for good; motivated by a sense of isolation and adventure, he runs away from home to infiltrate Whispering Rock Psychic Summer Camp, a secret training ground for young psychics. Raz's PSI powers include telekinesis for manipulating objects, levitation for flight and traversal, clairvoyance to see through others' eyes, telepathy for mind-reading, and pyrokinesis for igniting enemies, all of which he refines under the camp's instructors while grappling with his personal insecurities.[1] The camp's key counselors are elite Psychonaut agents who train the children in specific psychic disciplines. Sasha Nein, a stoic and analytical German scientist, heads the PSI Blast (marksmanship) training and embodies a clinical, experimental approach to psychic potential, often found tinkering in his stark, cube-filled mental world that reflects his structured mindset.[43] Milla Vodello, a glamorous and empathetic Brazilian agent with a nurturing demeanor, specializes in levitation lessons, drawing from her own vibrant, dance-party-themed subconscious that highlights her love for fashion, music, and emotional connection. Coach Morceau Oleander, a diminutive and bombastic military enthusiast, leads combat training with aggressive drills, masking deeper insecurities and ambitions through his regimented, war-torn mental landscape; his hidden agenda stems from a traumatic childhood involving his butcher father killing his pet rabbit, Mr. Bun and a desire for power within the Psychonauts.[44][45] Lili Zanotto, the daughter of Psychonauts Grand Head Truman Zanotto, acts as Raz's initial ally and romantic interest at camp, displaying budding telekinetic talents and a spoiled yet adventurous personality shaped by her privileged upbringing in the organization's shadow.[1] Among the supporting campers, rivals and friends populate the grounds with their unique quirks: Dogen, a shy boy with powerful but unstable psychokinetic abilities, struggles with anger issues rooted in family pressures, often accidentally exploding objects when stressed. Elton Fir, a fearful child with hydrophobia, can psychically communicate with fish. Other kids like Bobby Zilch, the dim-witted camp bully who serves as a nemesis to Raz by singling him out for abuse, and minor figures such as the psychic Six—veteran agents including founders like Compton Cook and Lucy—exert indirect influence through camp lore, representing the pinnacle of psychic achievement that inspires the children.[46][47][48][49]Synopsis
Psychonauts follows the story of Razputin Aquato, a 10-year-old boy with innate psychic abilities who runs away from his family's circus to infiltrate Whispering Rock Psychic Summer Camp, a clandestine training facility for aspiring Psychonauts—elite international agents who use mental powers for espionage and defense. Upon arrival, Raz participates in initial training exercises led by the camp's counselors, developing skills like telekinesis and levitation while interacting with fellow young psychics. The narrative quickly introduces a central mystery when the brains of campers begin to be stolen by the erratic camp coach, leaving them in a zombie-like state fixated on watching TV, prompting Raz to investigate the unsettling events at the camp.[1][50][51] As the plot progresses, Raz uncovers that the brain thefts are linked to a sinister scheme of brainwashing orchestrated by a villain seeking to harness the campers' minds for nefarious purposes. To solve the mystery, Raz employs his growing psychic prowess to project his consciousness into the minds of affected counselors and campers, exploring surreal subconscious worlds filled with symbolic representations of their traumas and secrets. These mental dives expose layers of manipulation involving stolen brains and psychological control.[2][50] The story builds to intense confrontations within pivotal mental realms, including the paranoia-fueled "Milkman Conspiracy" suburbia, and reaches its climax at the foreboding Thorney Towers Home for the Disturbed, an abandoned asylum harboring the mastermind's ultimate plan to weaponize psychic energy. Raz ultimately thwarts the threat, rescuing the campers and affirming his place among the Psychonauts. Throughout the narrative, themes of mental health—such as confronting inner demons and emotional baggage—intertwine with explorations of family dynamics and the journey toward self-acceptance, emphasizing empathy and resilience in the face of psychological adversity.[2][52][53]Development
Conception and Design
After leaving LucasArts in early 2000, where he had contributed to acclaimed adventure games such as Full Throttle and Grim Fandango, Tim Schafer founded Double Fine Productions in July of that year alongside several former LucasArts colleagues.[3] The studio's debut project was Psychonauts, a platformer centered on a young psychic protagonist navigating mental landscapes, which Schafer had initially conceived during the development of Full Throttle as an interactive hallucinatory sequence inspired by a peyote trip but evolved into the core mind-diving mechanic.[54] Double Fine announced Psychonauts at the Electronic Entertainment Expo (E3) in 2002, positioning it as an innovative blend of humor, psychic espionage, and exploratory gameplay that drew from Schafer's prior work emphasizing witty dialogue and narrative depth.[55] The game's design philosophy emphasized character-driven storytelling and psychological exploration, with early design documents outlining a structure where each level represented the subconscious mind of a unique character, allowing players to platform through surreal environments while resolving mental conflicts as metaphors for emotional and psychological issues.[56] This approach integrated traditional 3D platforming mechanics—such as jumping, collecting items, and combat—with RPG-like progression systems for acquiring and upgrading psychic abilities, fostering a sense of personal growth for both the protagonist and the minds being "healed."[57] Inspirations included Schafer's own Grim Fandango for its blend of humor and thematic depth, as well as broader media influences like films and books evoking altered states of consciousness, which informed the psychic themes and innovative mind-diving as a metaphor for empathy and therapy.[58] Schafer later reflected that while not explicitly intended as a "healing" game, the mechanics naturally emerged from the concept of entering and improving others' mental worlds.[57] The art style evolved to support this introspective narrative, featuring hand-drawn animations and vibrant, exaggerated colors to evoke dreamlike surrealism in the mental realms, contrasting with more grounded real-world areas. Under art director Scott Campbell, the team prioritized expressive character designs and fluid, cartoonish movements to enhance the humorous and empathetic tone, drawing from influences like classic animation to make abstract psychological concepts visually accessible and engaging.[59] This aesthetic choice reinforced the game's focus on mental health metaphors, transforming complex inner turmoil into playful yet poignant platforming challenges.[60]Production Challenges
The development of Psychonauts encountered major hurdles with publisher support, beginning with an initial publishing deal secured from Microsoft around 2001 as an Xbox exclusive, only for Microsoft to cancel the project in early 2004 amid internal financial troubles and management changes.[61][62] Double Fine Productions shopped the game to multiple publishers without success until Majesco stepped in with a publishing deal in July 2004, allowing the team to resume and finish production after the near-cancellation threatened the studio's survival; the studio also received additional support, including funding from Will Wright.[63][64][65] The project's timeline stretched far beyond initial projections due to scope creep in level design and overall feature expansion. Starting in 2000 with a targeted two-year cycle for a 2004 launch, development extended to five years, culminating in the game's release in April 2005, as the team repeatedly requested additional funds to accommodate growing ambitions.[61][63] With a peak team size of 42 full-time developers and 5 contractors, Double Fine grappled with logistical strains from implementing intricate psychic powers and enemy AI behaviors within mental worlds, compounded by the studio's inexperience as a new independent outfit.[63] Budget constraints exacerbated these issues, leading to over a year of aggressive development followed by a multi-month crunch period to meet the shipping deadline, during which the team worked extended hours to polish the game's expansive environments and narrative elements.[63][66] Voice talent acquisition proceeded amid these pressures, with a full cast recorded in dedicated sessions to bring the psychic camp's quirky inhabitants to life.Music and Sound Design
The score for Psychonauts was composed by Peter McConnell, a veteran video game musician known for his work on LucasArts titles, who crafted a diverse soundtrack blending jazz, funk, and orchestral elements to reflect the game's surreal mental landscapes.[67] These styles were tailored to individual characters' psyches, creating immersive audio environments that evolve with the narrative; for instance, the upbeat disco rhythm in Milla Vodello's level, featured in the track "Milla's Dance Party," evokes her vibrant, dance-loving personality amid a psychedelic nightclub setting.[67][68] The soundtrack encompasses 39 tracks across the Psychonauts Original Soundtrack (21 tracks) and Original Cinematic Score (18 tracks), with dynamic shifts in music layers to distinguish exploration from combat or puzzle-solving, heightening tension and emotional resonance during gameplay.[69] The Original Soundtrack was released digitally and on CD by Double Fine Productions in September 2005, shortly after the game's launch, allowing fans to experience the eclectic cues outside the game.[69] McConnell emphasized live instrumentation where possible, recording drums, guitars, bass, and strings with musicians to achieve an organic feel, supplemented by synthesized elements for the budget constraints of Double Fine's debut project.[67] Voice acting in Psychonauts features a full cast delivering performances that bring the eccentric characters to life, with notable contributions from actors like David Kaye, who voices the fragmented Ford Cruller in multiple personas, adding layers of humor and pathos through distinct vocal inflections.[59] The recordings, directed by Tim Schafer, incorporated improvisational elements to capture spontaneous wit, enhancing the dialogue's quirky, improvisatory tone.[70] Sound design complements the score with bespoke audio effects for psychic powers and mental environments, such as ethereal whooshing for levitation and distorted echoes in fractured minds, fostering deeper immersion in the psychological realms.[70] These elements, integrated seamlessly with gameplay mechanics, underscore the theme of exploring inner turmoil through auditory cues that mirror emotional states.[70]Release
Initial Release
Psychonauts was initially released in North America on April 19, 2005, for Microsoft Windows and Xbox, with the PlayStation 2 version launching on June 21, 2005. The European release followed on February 10, 2006, for the PC, Xbox, and PS2 editions.[71][72] Majesco Entertainment handled publishing duties after acquiring the rights in August 2004, following Microsoft's withdrawal from the project.[73] The marketing push was modest owing to Majesco's constrained budget as a smaller publisher, relying on trailers showcased at E3 2004 and promotional emphasis on director Tim Schafer's established reputation from LucasArts classics such as Grim Fandango and Full Throttle.[74][75] The original platforms featured distinct technical capabilities: the Xbox edition supported 480p progressive scan output for enhanced visuals on compatible displays but included no online multiplayer or connectivity options, aligning with its single-player focus.[76] The PC version incorporated mouse controls for precise camera manipulation, improving accessibility over controller-only schemes on consoles.[77] Meanwhile, the PS2 port encountered minor launch hiccups, notably inconsistent framerates during camera movements and busy scenes, alongside day-one patches to resolve small audio and loading glitches.[78][79] These release dynamics were influenced by development delays arising from the mid-production publisher switch, which extended timelines and led to the phased platform rollout.[80]Re-releases and Ports
Following the financial difficulties faced by publisher Majesco Entertainment after the game's initial 2005 launch, Double Fine Productions regained full publishing rights to Psychonauts in June 2011, allowing the studio to self-publish and distribute the title directly on digital platforms.[81][82] This shift enabled ongoing updates and broader accessibility, including a continued presence on Steam—where the game had first launched digitally in October 2006—now under Double Fine's direct control, with features like achievements integrated to enhance the PC experience.[83] The game was ported to macOS and released on the Mac App Store in late 2011. A Linux port followed in March 2012, initially as part of the Humble Indie Bundle 6 and later on Steam.[84] For console players, Psychonauts became available on the Xbox 360 through backward compatibility support starting in December 2006, permitting original Xbox discs to run on the newer hardware with improved performance.[85][86] In 2012, the game was re-released as a PS2 Classic on the PlayStation Network for PlayStation 3 on August 28, adapting the original PS2 version for digital download while retaining its core mechanics, though some users noted minor audio and framerate inconsistencies inherent to the port.[87] Double Fine released a port for PlayStation 4 using PS2 emulation on June 7, 2016.[88][89][90] In subsequent years, Double Fine focused on modernizing the title for contemporary systems, particularly in tandem with the development of Psychonauts 2. Following Microsoft's acquisition of Double Fine in March 2019, the original game received updates including widescreen support, bug fixes, and enhanced compatibility for current PCs and consoles, ensuring seamless play on platforms like Xbox One (via backward compatibility added October 24, 2017) and later via backward compatibility on Xbox Series X/S as of 2021. These efforts, tied to the sequel's release, also made Psychonauts available through Xbox Game Pass, boosting its reach without a full remaster but with targeted improvements for widescreen displays and stability.[91][92]Reception
Critical Response
Upon its release in 2005, Psychonauts received generally positive reviews from critics, earning aggregate scores of 88/100 on Metacritic for the Xbox version based on 54 reviews, 87/100 for the PC version, and 87/100 for the PlayStation 2 version. Critics widely praised the game's creativity, with many highlighting its imaginative level designs that represent characters' subconscious minds as surreal, thematic worlds. IGN awarded it an 8.6/10, commending the humor, witty dialogue, and inventive psychic powers that allow players to explore and manipulate mental landscapes in fresh ways.[2] Similarly, GameSpot gave it an 8.8/10, lauding the strong writing, vibrant art style, and engaging story that blends platforming with psychological exploration.[93] Common praises focused on the game's exceptional writing and voice acting, which delivered memorable characters and sharp, satirical humor, alongside the innovative psychic mechanics like telekinesis and mind-reading that integrated seamlessly into gameplay. The art direction was also celebrated for its colorful, hand-crafted aesthetic that evoked a sense of whimsy and depth in each mental world. However, criticisms centered on technical and design flaws, including frustrating camera controls that hindered navigation in 3D spaces, occasional difficulty spikes in platforming sections. The PlayStation 2 port faced additional backlash for longer load times and slightly degraded performance compared to the Xbox and PC versions.[93] In the years following its initial release, Psychonauts gained cult status through retrospective analyses in the 2010s and 2020s, with outlets emphasizing its enduring appeal despite commercial underperformance at launch. Pieces from XboxEra in 2021 described it as a "cult classic" worth revisiting for its unique blend of humor and introspection, noting how its flaws like dated controls are overshadowed by innovative design.[94] A 2021 GameSpot opinion article affirmed its timeless quality 16 years later, praising the platforming's charm and the psychic powers' creative implementation as elements that hold up remarkably well. The release of Psychonauts 2 in 2021 further elevated retrospective views of the original, with 2020s reviews highlighting its prescient handling of mental health themes through metaphorical mindscapes that depict trauma and emotions without preachiness. IGN's coverage of the sequel reflected on the first game's "timeless design," crediting its surreal exploration of psyche as foundational to the series' sensitive yet playful approach to topics like anxiety and identity.[9] TechRaptor's 2022 analysis echoed this, noting how the original's compassionate portrayal of mental struggles influenced modern discussions on representation in games.[95]Commercial Performance
Upon its initial release in 2005, Psychonauts sold fewer than 100,000 units in North America during the first year, falling short of commercial expectations and contributing to financial difficulties for publisher Majesco Entertainment, which reported losses and eventually exited the video game publishing business.[96][97] By mid-2007, global sales had reached approximately 400,000 units, with the game continuing to accumulate around 425,000 copies sold by April 2008 amid ongoing re-releases and digital availability.[98] The game's commercial performance saw significant long-tail success through subsequent ports and digital distributions, surpassing 1 million units sold by 2015 and reaching nearly 1.7 million copies worldwide by December of that year.[99] Digital sales, particularly following its Steam launch in October 2006, provided a substantial boost, with over 1.2 million units attributed to digital platforms by 2015.[83] Initially, sales were stronger in Europe than in the United States, where European releases helped quadruple the early figures from the initial 100,000 units shipped in North America.[98] Ports to additional platforms further contributed to the game's revenue, adding hundreds of thousands of downloads and helping the title achieve break-even status by around 2010 through cumulative sales across re-releases.[99] This enduring financial viability indirectly supported Double Fine Productions' ability to secure funding for future projects, including sequels, by demonstrating sustained market interest.[100]Awards and Recognition
Upon its release, Psychonauts received acclaim from industry awards bodies for its innovative design, writing, and visual style. At the 2005 Game Critics Awards during E3, the game won Best Original Game, recognizing its unique premise and creative execution.[1] The following year, it secured the British Academy Games Award (BAFTA) for Best Screenplay, honoring the narrative crafted by Double Fine Productions.[101] Additionally, the 10th Satellite Awards named Psychonauts the winner in the Outstanding Platform Action/Adventure Game category, highlighting its engaging platforming and adventure elements.[1] The game also earned multiple honors from the National Academy of Video Game Trade Reviewers (NAVGTR) in 2005, tying with Guitar Hero for the most wins with four awards, including Best Game Direction of the Year and Writing in a Comedy.[102] Tim Schafer, the game's director, received two individual NAVGTR awards for his contributions to direction and story.[102] At the 6th Annual Game Developers Choice Awards in 2006, Psychonauts won Best Writing, further affirming its storytelling prowess among peers in the industry.[103] Psychonauts garnered several nominations across prestigious ceremonies, reflecting its broad appeal. It was nominated for Game of the Year at the 9th Annual Interactive Achievement Awards (D.I.C.E. Awards) in 2006, alongside titles like God of War.[104] Other nods included the Academy of Science Fiction, Fantasy & Horror Films' Saturn Award for Best Action/Adventure Game in 2006 and the Annie Award for Best Animated Video Game.[105] In retrospective recognition, Psychonauts has been celebrated for its lasting influence, appearing on IGN's Top 100 PlayStation 2 Games of All Time at #67 in 2010 and various "best of the 2000s" compilations for its innovative mental world mechanics.[106] The 2021 launch of Psychonauts 2 renewed attention to the original, leading to its inclusion in updated "essential cult classics" lists from outlets like IGN, emphasizing its role in platformer innovation.[9] Earlier, in 2004, it was selected for the inaugural PAX 10 showcase at Penny Arcade Expo, spotlighting promising upcoming titles.[1]Legacy
Sequels and Expansions
Psychonauts 2, developed by Double Fine Productions and published by Xbox Game Studios, serves as the direct sequel to the original game.[107] The project was crowdfunded through the Fig platform in December 2015, raising approximately $3.8 million from backers and investors to support its development.[108] Following Microsoft's acquisition of Double Fine in June 2019, the studio continued work under the new parent company, which took over publishing duties.[109] The game was released on August 25, 2021, for Windows, Xbox One, Xbox Series X/S, and later ported to PlayStation 4.[107] In the narrative, protagonist Razputin Aquato officially joins the Psychonauts organization as a junior agent, utilizing expanded psychic powers such as PSI Blast and Mental Connection to investigate internal threats, including a mole within headquarters and efforts to resurrect the psychic villain Maligula, thereby resolving lingering story arcs from the first game.[7] A virtual reality spin-off titled Psychonauts in the Rhombus of Ruin was first released on PlayStation VR on February 21, 2017, followed by a PC version supporting Oculus Rift and HTC Vive on April 19, 2018.[110] Developed and self-published by Double Fine Productions, the game was announced in December 2015 and functions as a narrative bridge between the original Psychonauts and its sequel, featuring VR-exclusive missions where Raz and his fellow agents enter a psychic realm known as the Rhombus of Ruin to rescue kidnapped Psychonauts leader Truman Zanotto.[111][112] The original Psychonauts received official digital content such as a soundtrack release and demo, but no narrative DLC or expansions during its initial run. Community-created mods, such as graphical enhancements and bug fixes, have extended its playability unofficially. Double Fine produced tie-in media such as the Double Fine Action Comics series by art director Scott C., which began during the original game's development in 2000 and features occasional meta references to Psychonauts, such as in a few strips and a special edition showing early character designs, alongside its shared artistic style and humor influenced by the game's development.[113] Psychonauts 2 launched without major narrative expansions, though it includes the PsychOdyssey DLC, a behind-the-scenes documentary series on the game's production rather than additional story content.Cultural Impact and Media Appearances
Psychonauts has significantly influenced the representation of mental health in video games, portraying psychological conditions through immersive, metaphorical mindscapes that blend humor, empathy, and gameplay mechanics. Released in 2005, the game was among the early titles to explore mental illness not as a horror trope but as a navigable inner world, setting a precedent for titles that use platforming to symbolize emotional struggles.[114] This approach has inspired subsequent games, with its DNA evident in works like Celeste, where anxiety and self-doubt are depicted through challenging ascents and introspective narratives.[115] Tim Schafer's distinctive style—characterized by witty dialogue, eccentric characters, and narrative-driven platforming—has shaped the adventure-platformer genre, influencing Double Fine's own portfolio and broader indie developments in storytelling.[116] The franchise has appeared in various media crossovers and bundles, extending its reach beyond standalone releases. Elements from Psychonauts, such as the smelling salts item, make cameo appearances in Double Fine's Broken Age, linking the shared universe of the studio's creations.[117] Characters like Razputin Aquato have featured in promotional Steam bundles alongside other indie titles, fostering community engagement and accessibility. Additionally, voice actors from Psychonauts, including Richard Horvitz as Raz, have reprised roles or contributed to other Double Fine projects, reinforcing interconnected cameos within the developer's ecosystem. A dedicated fan community has sustained Psychonauts' cultural relevance through modding, speedrunning, and events. Modders have contributed to the game via platforms like Nexus Mods, primarily through fixes, patches, and visual enhancements.[118] Speedrunners participate in major charity events like Games Done Quick, where runs of Psychonauts showcase technical feats and have drawn developer commentary, highlighting the game's replayability.[119] Academic analyses, such as theses examining disability and genre conventions in the series, underscore its psychological depth, positioning it as a subject for scholarly discourse on mental health in media.[120] The 2021 release of Psychonauts 2 amplified the original's impact, achieving critical acclaim and commercial success as Double Fine's highest-rated and best-selling title to date.[121] Its day-one availability on Xbox Game Pass introduced the series to millions, boosting player engagement and revitalizing interest in the franchise.[122] In the 2020s, merchandise expanded with official apparel, pins, and figurines via retailers like Fangamer, alongside the 2023 art book The Art of Psychonauts 2, which compiles concept art and developer insights to celebrate its creative legacy.[123][124]References
- https://strategywiki.org/wiki/Psychonauts/Powers
- https://strategywiki.org/wiki/Psychonauts/Basic_Braining
- https://strategywiki.org/wiki/Psychonauts/Lungfishopolis
