Psychonauts
Description official descriptions
At a summer camp for up-and-coming psychics, a young boy with an unusually high level of psychic ability inexplicably shows up. The boy, named Raz, is allowed to stay at the camp until his father comes to pick him up, but his arrival coincides with very strange circumstances. Soon, evidence that someone is psychically tampering with the campers' minds reveals itself, and Raz is the only one who can stop it. Raz must project himself into the psyches of several different people in order to figure out what is going on and who is behind the recent occurrences.
Psychonauts is a 3D platform game with a rather unorthodox style. The characters' inner worlds are the game's levels. Each world reflects the personality of the person whose psyche it represents, often resulting in unique, surreal creations, and influencing the gameplay style. For example, the psyche of a giant lungfish is presented as a large city populated by fish people, in which Raz himself becomes a giant monster who can destroy entire buildings; the psyche of a mental patient is a huge board game, where Raz has to command armies in order to defeat Napoleon, etc.
There are also many gameplay elements and tasks which are common for all the levels. These include Raz fighting the (not very numerous) regular enemies, defeating level bosses, collecting currency, "figments of imagination" needed to upgrade his powers, and bonus items such as complete sets of the character's memories and others. Many of the game's puzzles require the usage of psychic powers, which Raz obtains in a more or less strict order. These powers range from combat abilities such as Psy Shield to Telekinesis (moving objects without touching them) and Clairvoyance (reading other people's minds).
The camp itself serves as the game's "hub", in which the player can explore, interact with characters, search for secret areas and items, and so on.
Spellings
- 意识世界 - Simplified Chinese spelling
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Credits (Windows version)
257 People (150 developers, 107 thanks) · View all
Creative Director | |
Lead Programmer | |
Art Director | |
Lead Designer | |
Animation Supervisors | |
Lead Gameplay Programmer | |
Executive Producer | |
Lead PC Programmer | |
Senior Graphics Architect | |
Programming | |
[ full credits ] |
Reviews
Critics
Average score: 88% (based on 66 ratings)
Players
Average score: 3.8 out of 5 (based on 245 ratings with 8 reviews)
Project your psyche into Psychonauts!
The Good
Psychonauts is the craziest, most deranged and one of the funniest games I have ever played. You take control of Raz (short for Razputin), a kid who’s run away from his circus family to sneak into Whispering Rock Psychic Summer Camp for psychic kids to become a member of the famed Psychonauts. The cast of characters be they your fellow camp psychics, the teachers, or the many people running round inside people’s minds that you'll bump into - all are fantastical or horrendously stereotypical and most are hilarious. There’s Bobby Zilch, the camp bully or Dogan, an extremely short chap who wears a foil hat because he blew someone’s head up “well, once kinda,” you don’t want to see what happens when he gets cornered by squirrels. Much of the story or happenings are bordering on insanity.
Your first task is a basic training level, Coach Oleander sucks you into his mind and barks orders and 'encouragement' as you leap crevices, get blown up and run for cover from machine gun fire, all to the sound of a WWII bombing campaign, vintage style projections of falling bombs light up the walls as you clamber up camo-netting, you’ll catch up with plenty of your fellow students as you go. Each level, or mind, that you enter is heavily themed. One of the most surreal is a twisting mess of suburban roads, hedges and identikit houses (gravity changes to which ever way happens to be down for each section), cartoon 'spies’, shifty chaps with high coat collars, red eyes and fedoras are busy going about their undercover business. At one section, they claim to be the road crew "We are the road crew", “We work on the roads", “My back is killing me”. You’ll need an item to get through each section to prove you’re one of them. Another involves matching a theatre play with the right set and mood (good or bad) - sounds kind of run of the mill, but like much in this game its unexpected and bonkers. Not to mention Lungfishopolis.
Between the story, which is mainly told through humorous cut scenes (I laughed out load many times, there’s always something hilarious, even if it's just the perfectly executed reaction on a characters face), the action is of a uniformly platforming style but with vastly different tasks to perform, huge boss battles are common and are, traditionally, at the end of each level.
Raz acquires psi powers such as levitation - a ball of energy you can bounce on and turn into a balloon type thing to float down slowly and ride up drafts, invisibility and telekinesis, to name but a few, as he gains ranks, the powers also increase as you go. There's plenty to collect, each mind is populated with figments - 2D sketches of stuff, usually crazy looking stuff, that are either just lying about the place or floating through the air, collecting 'em helps you gain those ranks, there's also mental cobwebs that can be cleared with the mental cobweb duster (available at the camp store) these can be redeemed for psi-cards (which you’ll see bobbing about from time to time) combine enough psi-cards with a psi-core (also available at the camp store) and you gain an entire rank. Smashing stuff can yield positive mental health, aggressive psychic energy (used for psi-blasts) and arrowheads, the camp currency is arrowheads as Whispering Rock was founded on an ancient Indian burial ground. There’s also emotional baggage, wailing suitcases and purses and the like which you’ll need to find the corresponding tag to clear, clear them all and you can access primal memories from Raz’s journal, which appear to be concept art for the game, and hopping vaults, punch these and you get a memory reel (comic strip style story board). Memory reels and cut scenes can also both be accessed from Raz’s journal for each level.
The camp consists of several different areas that you can travel freely between in-between missions, if you decide to take some time out to collect arrowheads, visit the camp store or just explore.
The music and voice acting are superb, spot on voice acting for the characters and very very funny, I particularly liked the adventurous secret agent style Psychonauts theme that plays in Ford Cruller’s underground HQ.
The Bad
The platforming can be awkward at times, as per usual.
The Bottom Line
Brilliant, the furthest out game I've played, so to speak. While it’s a completely different game in many ways than Grim Fandango, Creative Director Tim Shafer's previous game, it’s got a similar quality of style to it. I don't suppose there’s much chance of the sequel, but I'll be looking out for Double Fine’s second game sequel or no.
One third genius, one third insanity and one third hilarity!
Windows · by Jack Lightbeard (2685) · 2006
Different from all other games i have ever played.
The Good
The story line was fun to play through. Graphics for the game were really weird which made this game really cool to play through. Level designs were really amazing. Characters were cool and they had very different personalities. The powers to fool around with made the game never boring. This game is defiantly replayable because sometimes the first time you play it through you might miss somethings. Most of the powers were really cool to use and made the game very fun.
The Bad
The bosses seemed a bit easy to over come so there really wasn't much of a challenge. Some of the powers weren't really much of use besides for one point of the game. Such as the confusion grenade powers.
The Bottom Line
This game is different from any other game you have ever played.
Xbox · by Todd Bello (28) · 2006
The Good
Many of today's games are entertainment projects which don't fall short of movie productions, especially in terms of the artistic effort put into their visuals. Few games, however, are as convincing with their setting, characters and plot as Tim Schafer's Psychonauts.
This immersion is achieved on more than one level. Schafer creates a familiar little childhood world in which players feel at home - a summer camp. The twist: it's a summer camp for psychically gifted children. Our curiosity is piqued! Enter the hero, Razputin, a slightly kooky, yet immensely likeable and adventurous kid with the grand dream of mastering this little world and claim its reward: employment as a psychic government agent.
The test Raz has to overcome takes on greater proportions when the "usual" training he is supposed to undergo gets disrupted by a villain bent on harnessing the camper's psychic energies for his own purpose. During his journey, Raz studies with many mentors and enhances his mental powers. The learning curve and enhanced abilities that must be unlocked wake fond memories of prime genre representatives like Legend of Zelda in which players get an increasing feeling of skill and mastery of the surrounding world.
In terms of gameplay, Psychonauts translates into mental worlds which Razputin has to visit. Once there, he has to use his skills to solve the problems inside people's heads, helping them to overcome their personal demons and advance the story. Among the game's highlights are visits into a paranoid milkman's mind or the battle with an actress' inner critic in a world resembling a giant stage. While the premise gets weirder and weirder, it remains perfectly comprehensible because players are introduced to everything one step at a time. Like Raz, they only have a vague idea of what awaits them and are led deeper into the world of Psychonauts through exploration, an integral part of this action-adventure.
The game's graphics are the kind of bent-out-of-shape cartoon designs one would expect from Tim Burton, only less bleak. Bordering on the abstract sometimes, they can be a little hard to get into but radiate an appeal that's entirely their own. The presentation is topped off by a superb voice-over. Not a single character is miscast and no small part of the fun is exploring the "real" world tying together the mental ones and talking to many memorable characters and find out about them. No character in Psychonauts is two-dimensional and it speaks for the game's appeal that running around and talking to people is something players will want to do, even though it's not necessary to beat the game.
The Bad
While one of the most original games around as far as presentation and story are concerned, Psychonauts doesn't offer much in terms of gameplay that can't be found (and often better) in other action-adventures. The game isn't a cookie-cutter jump 'n' run, yet it's a far cry from brilliant gems like the aforementioned Legend of Zelda which offer better level design and a combination of action and puzzles elements.
Also, while Psychonauts is brilliantly written, it shows that Tim Schafer used to create equally brilliant adventure games for LucasArts. A slight disadvantage in this case as most of Psychonauts' main problems play out like classic adventure puzzles, but are far easier to beat because the solutions are action-based rather than brainteasers.
The Bottom Line
Psychonauts is a game players will play primarily for its story and characters. Giving a story-based approach the fair chance it deserves, it's easy to lose oneself in Tim Schafer's delightfully weird world populated by an incredibly strong cast. However, people who are looking for an experience in gameplay first and foremost may be turned off by this as the game's strength lies in its funny and intelligent plot.
Windows · by Kit Simmons (249) · 2008
Discussion
Subject | By | Date |
---|---|---|
Aaaaaaaaaaaaargh!!! | Parf (7870) | May 31, 2012 |
Just Finished it (sort of) | Joe Price | Apr 29, 2009 |
Windows or XBox? | Matt Neuteboom (976) | Mar 4, 2009 |
I hope the guy who made the final level gets fired | Unicorn Lynx (181676) | Aug 7, 2008 |
Does the last level drag the game down a little? | Atomic Punch! (185) | Nov 5, 2007 |
Trivia
1001 Video Games
Psychonauts appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
Bobby Zilch
The annoying bully-type character in the game, Bobby Zilch, is based on the camp bully from Schafer's real life experiences, who was also named Bobby.
Boyd
The dialogue of the paranoid security guard Boyd is partially based on a mentally ill person which used to swipe Double Fine's doorstep once a week and talk with Tim Schafer about his conspiracy theories.
Names
Several characters' last names mean "no", "none" or "nothing", including Bobby Zilch and Sasha Nein.
Ostrich
One idea Tim Schafer had for the game's protagonist was a mentally unbalanced (with multiple personalities) ostrich. However, this idea was dropped as Schafer is a strong believer in games being a form of wish-fulfillment, and he came to the conclusion that not many gamers would dream of being insane ostriches. One wonders if there would have been a personality-changing game mechanic consisting of the ostrich sticking its head in the ground and pulling it out again with a different persona.
Raz
Not only is Raz played by Invader Zim voice acting talent Richard Steven Horvitz (who was born in 1966); if you work hard, you may be able to unlock a Primal Memories journal entry with concept art showing Raz to be simply a non-green Zim with goggles!
The original main character was going to be named D'Artagan, but was cut. He is referenced twice though; in the beginning cutscene, when Coach Oleander is trying to guess Raz's name, he says, "Starts with a D!" Also, the original D'Artagan model can be seen poking out of the outhouse in the ending cutscene.
The name comes from Razmig Mavlian, an animator at LucasArts who later joined the Psychonauts team. It could also be a reference to Grigori Rasputin (died in 1916), the famous Russian "court mystic", who was considered by many a religious charlatan. Raz's special psychic powers is a reference to Rasputin's alleged mystic healing powers.
References
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In the campfire area there is a tree with a crashed van and three tombstones under it. Some say this is a Day of the Tentacle reference, as the truck looks similar to the one used by three characters in the game. It is also a double entendre stating Schafer's opinion of LucasArts' commitment to adventure games - dead.
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After getting the canoe from Cruller, you can ask him "Admiral Cruller? That canoe...are you...in love with it?" This is a reference to Sal in Grim Fandango asking if Manny was in love with Meche.
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When you need a Marksmanship learner's permit and don't have it yet, you can tell Sasha "I left it in my other pants." Guybrush says something similar in Monkey Island 2.
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The obligatory Star Wars reference: When Clem and Crystal are standing on the roof of the lodge, you can overhear their conversation which includes, "We're going to be so powerful, aren't we?" and a reply of "More powerful than you can possibly imagine."
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The Russian immigrant Mikhail Bulgakov is named after the Soviet/Russian writer, author of the popular novel The Master and Margarita
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The character of Edgar Teglee is based on the real artist Edgar Leeteg who popularised the Black Velvet style of painting of that level's art style. Leeteg initially worked as a billboard painter and sign writer in California before losing his job due to the depression. Later he went on to achieve infamy for his cheesy art style.
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The four painting dogs in the same level are the dogs from the famous Dog's Playing Poker painting, actually called "A Bold Bluff" by Cassius Marcellus Coolidge.
Release delay
The PC version was inexplicably delayed to April 27th, even after the announcement that both the Xbox and PC were shipping on their original release date. This is likely due to manufacturing complications.
Xbox exclusivity
The game was originally supposed to be an Xbox-exclusive title. Microsoft dropped the publishing contract in 2004, at which point it was picked up by Majesco, who requested PC and PS2 ports.
Awards
- 4Players
- 2006 – Best Xbox Game of the Year
- BAFTA Video Game Awards
- October 10th 2006 - Best Screenplay
- Computer Games
- March 2006 - #10 Game of the Year 2005
- GameSpy
- 2005 – #7 Xbox Game of the Year
- 2005 – Xbox Platformer of the Year
- 2005 – Special Achievement in Art Direction (PC)
- GameStar (Germany)
- Issue 22/2008 - names as having one of the "10 Coolest Levels" for the Milkman Conspiracy. (It manages to connect parody with playing elements and the three-dimensionally twisted environment unifies theme and style.)
- PC Powerplay (Germany)
- Issue 02/2006 - #3 Action Game in 2005
Information also contributed by Depeche Mike, Kabushi, Mark Ennis, PCGamer77, Pixelspeech, Rupert Breheny, Tomer Gabel and Pentatonic Duck
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Related Sites +
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Psycho-pedia
A place for all thing Psychonauts, hosted by the developers themselves -
Psychonauts
Official website -
Razputin's Domain
Fan site for Psychonauts -
Xbox Psychonauts
Xbox information page about the game.
Identifiers +
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Contributors to this Entry
Game added by Zack Green.
Linux added by Hamish Wilson. Xbox One added by Plok. PlayStation 4, Xbox Cloud Gaming, PlayStation 3 added by Sciere. PlayStation 2, Macintosh added by Kabushi. Xbox 360 added by Parf. Windows Apps added by Koterminus.
Additional contributors: Unicorn Lynx, Apogee IV, Sciere, LeChimp, St. Martyne, Patrick Bregger, FatherJack, glik.
Game added April 21, 2005. Last modified August 2, 2024.