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Brandon Dwyer • Jul 30, 2020

Day Late and a Dollar Short Game Review: Psychonauts

by Brandon Dwyer

Last week, my review of Watch Dogs came about because it was “What I was playing at the time”. I didn't give it much thought. I wrote it, sent it off, and started thinking about what to review next. With so many games, I had set some ground rules.

#1 No new games. I think 10 years and older is a good amount of time.

#2 You should, without too much trouble, get your hands on a copy if I recommend it.

#3 A reasonable price. It shouldn't cost more than 20 dollars. That's it.

Now on to the real reason you’re here:

Double Fine's Psychonauts





The baby of noted game designer Tim Schafer, Psychonauts was released in 2005 after four and a half years of development. Originally slated to be an Xbox exclusive, it was dropped by Microsoft due to creative differences. It was quickly picked up by Majesco, a publisher known for a Bloodrayne, a popular game at the time. When Psychonauts was finally published in 2005, it bombed. Selling only 100,000 copies in its initial release, the game was a financial blow to Majesco, and it soon shut down.



In 2005 the market was saturated by existing and well-known IP's. You had Ratchet and Clank, Sly Cooper, Banjo Kazooie, and Spiro the Dragon. Heck, even Mario was now a 3-D platformer. Psychonauts entered a crowded field and never stood a chance. Its dark tone, Tim Burtonesque art style, and bizarre premise didn't work for mainstream audiences. I remember seeing it on the shelf, and given the option, I was spending my money on better known games. Over time, it slowly became a cult classic.



In 2011, Double Fine acquired the rights to republish the game. Over the next 9 years it has sold over 1.7 million copies. I bought my first copy in December of 2011 for a staggering 3 dollars. After a few hours of playing, I got stuck and walked away. 7 Years later, I reinstalled the game and finally finished it.



In Psychonauts you take on the role of Rasputian, a boy with psychic abilities. You have just run away from the Circus to pursue your dream of becoming a Psychonaut agent. When you arrive at camp, you're thrust into a world of danger. You need to quickly learn how to control your abilities, find who's attacking the camp, and become a Psychonauts agent to save the day.





Using a door to enter people’s minds (Yes, it is a tiny portable door that can be placed on people’s heads.), you enter their subconscious and battle for clues. But first you have to train by entering the mind of the camp counselors to gain the skills needed to save the day.

See where this is going? I can understand why this bombed. It's bat-sh*t crazy.



The best thing about Psychonauts is that every level is distinct. By attention to the clues, you dive deep into the psyche of each level boss. It adds an extra dimension as you're forced to empathize with each character.



A good example of this level design is “Milla,” your levitation instructor. Her mind is a psychedelic 60's disco party. You jump, bounce, and float your way up to the top. One wrong move and you could be sent back down to the bottom. As you work your way up, you learn about Milla and her past adventures as an agent. Just wait till you get to Gloria Von Gouton! Now, THAT is a trip.



Like most platformers back then, the camera controls didn't always work in your favor. Grabbing ledges, climbing and swinging trapezes can lead to frustration. “I swear I hit the button at the right time!” “No, I did not want to change direction.” “Why did you drop into that pit?” Other games at the time had much better controls and response (I'm looking at you, Sly Cooper.). You’ve got to hand it to modern games, they have really polished those actions. The targeting system is also lacking. Sometimes it works, sometimes it doesn't. It's an annoyance, but not a game breaker.



Some of these levels are also excessively long. You keep thinking they're just about over, just a few more jumps and I can move on. This type thinking is seldom rewarded.




So should you buy this? Yes, but don't spend more than 5 bucks. This game, while a cult hit, is just that. Much like those movies a certain “friend” recommends. It isn't for everyone. That's ok, ‘cause it's bat- sh*t crazy after all.



If you love platform games, yes, get it. The level design is worth it alone, and story has more than enough to keep you entertained. It's not as straight forward as your Ratchet and Clank or Spiro, and can be very frustrating as you run around trying to solve some of the puzzles. I'm looking at you, “The Milk Man Conspiracy.” Finishing the game felt like a herculean achievement.



If platforms ain’t your bag, give it a pass. Then again, it's always on sale for 5 bucks and under. You might like it.



Recommend: Buy if under 5 bucks.

Available on PC, Xbox Live, Playstation




Brandon Dwyer is first and foremost an artist. He is a photographer, puppeteer and graphic designer. He lives in Phoenix Arizona, with his most awesome wife Jessica Mosley, and their horde of minions. You should ask him about the time he ran for the "Arizona House of Representatives".


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