Ah Psychonauts. Released in 2005, it’s probably the most famous work done by Tim Schafer and his company Double Fine. And not without good reason, or at least so I’ve been told. While it is a contemporary of games I have played (both personally and as LPs) it’s one that completely bypassed me, so I have like zero nostalgia for it. But it’s a cult classic that didn’t sell well at the initial time of release, so I can see why that may of happened. At any rate, this is going to be interesting an LP (to me at least) because of what all happened the first time I played this. We’ll get into that story later, however. I’m playing the PC version, which has recently (as in twoish years ago maybe?) been updated to have ye olde achievements and the like, and I’ll be doing my best to complete this game 100%, with those in mind. Do note I am saying “try” here.
As always, Monday and Friday updates are how we’re doin’ things here, videos typically 25ish minutes long. Don’t spoil stuff, play nice, all that fun stuff. Without further adieu, lets get this show on the road.
Zodi Plays: Psychonauts [1] Basic Braining
Video Length: 28:32
We open with a more than literal stump speech by a walking potato man who we’ll learn to know as Coach Oleander, the head honcho of the Whispering Rock Summer Camp that is the game’s setting. In a weird sort of way, this game starts in media res, since our protagonist, Razputin, has already infiltrated the campground so he can learn to master his latent psychic abilities and become a Psychonaut. Mostly as an act of rebellion against his parents and boredom from living in the circus. This is of course very very illegal, but Raz’s mental capabilities are second to none and it seems that they’re probably going to be letting Raz participate even though they all say, constantly, that he cannot. Sweet!
After choosing a bunk (which acts as a profile for your saves, naturally) we begin the game proper, being funneled towards the first level, Coach Oleander’s battlefield of a mindscape. On our way there we encounter a bunch of other campground friends, some of whom are more friendly then others, and all of which have a…distinctly unsettling look to them. I’ll be honest, I’m not the biggest fan of this game’s art style, it’s offputting as heck and generally not at any point enjoyable to look at. I get it’s an art style thing, I do, but Raz is the only character who even looks remotely human shaped. At any rate, after trying (and failing) to assist in squirrel murder and meeting the camp bully (and his main victim aside from us) it’s time to actually get this thing started!
I’ll be doing a more complete look into the psyche of the minds we get into after we complete the story stuff in them, but for now I can say that Oleander’s mind is definitely not my favorite by a long shot. While there are the occasional sign that it’s a mental world and not otherwise, it’s probably the most mundane of the levels we’ll be exploring. For the most part, anyway. That’s honestly okay since this IS a mental construct for us to train in, but I’d of liked them to start a little stronger on the idea that since this is a mental mind scape anything can happen. As far as actually playing it goes, this level is occasionally FAR too dark to navigate, but it works as far as tutorial levels go. We learn about all the collectables we’ll have to deal with (for the most part, I don’t beat this level in this video) and we learn the basics of movement. You run and jump and can double jump, and we’ve got poles to swing on and specific walls you can climb on and such. The mechanics are pretty standard for this sort of collectathon platformer game, and that’s fine! Raz can defend himself with psychic slaps and a ground pound move, and that’s it for offensive actions at the moment. All in all, this game plays…decently? The jumps feel a bit shallower than they probably are, and everything just has a slight layer of jank to it that I can’t really describe. It plays well enough though, ignoring that sometimes the jump button doesn’t jump (especially with regards to the pole swinging).
Of course, no collectathon platformer wouldn’t be complete without things to collect, and that’s where this game…not so much excels as it does shoot for the stars. First, the most basic collectable in the various mental worlds we’ll go into; Figments of Imagination! These 2D, glowing pieces of mental paper represent various imagining from the person we’re inside of, and collecting 100 points worth of them (they’re not a strictly 1 to 1 ratio of collection to point) gives us a rank up on our psi-cadet rank (effectively just our level, like in any old RPG). The big problem with Figments are they can just kinda float around however, which makes collecting them a MASSIVE pain. And like, I do mean MASSIVE, if I have ANY difficulty in getting 100% clear on this game it’ll be from this stuff. One up on the list of collectables in terms of importance are the Emotional Baggage, crying bags of various shape and size that we need to sort out by finding their tag and bringing it to the respective bag. Getting all the bags unlocks Primal Memories, which is to say concept art, of the world and the person we’re inside. I feel like the Baggage is ever so slightly a missed opportunity, in that each level has the same five bags. I feel like in a more modern version of this game, the bags would be unique for each mind. It’s not a big deal, and I get why they couldn’t do this, but I’d like them to consider that for the sequel they’re working on right now.
Let’s step away from the mindscape for a second to talk about the second least important collectable in the game, and the only collectable that appears in the real world only. While they’re first presented to you as if they’re as important as say, Mario’s Power Stars, the Psi-Cores and the playing cards that make them up are not actually all that important. They just give you a bunch of points for your psi-cadet rating. I’m not a big fan of them, but they’re fine. The ACTUAL worst collectable however are the Arrowheads. Collectable in both meat and mind, arrowheads are this game’s form of currency and they’re awful and I hate them. I’ll get into them in mooore detail later, because right now we don’t have any context for them, but just keep that in the back of your mind. But enough negativity, lets talk about the best collectable in the game, and probably my favorite part of it, the Memory Vaults!
The Memory Vaults are, as you expected, vaults inside the minds of who we’re in currently. Give em a smack and we get access to one of the level’s memories, in black and white film reel style. Completely silent, no dialogue (spoken or otherwise) and full of actual, genuinely good framing. These memories are the best this game has to offer in terms of presentation, and I feel like a lot of people probably praise the game solely because of how successful these are at presenting the idea of “exploring the mind of another person”. But that’s just me.
Anyway, all that said and done, we end our episode off talking to one of the camp friends, Vernon. He’s…certainly a character. I have…a love-hate relationship with this game’s style of comedy, and I’ll leave it to you guys to decide if any of this stuff is actually funny or not. At any rate, I hope you all enjoyed, this first update is kinda muddled since I’ve got a lot to say about the game’s set up and mechanics. See you all next time for more of this!