I buy a lot of
charity bundles. I figure that if I don’t play video games all too often, I
might as well amass a digital collection and donate to good causes. This gives
me an incentive to try out video games I might otherwise not pay attention too,
which is a shame given some of the titles I own. On one summer night I
downloaded through my Humble Bundle library an action platformer from a
developer I greatly admire and played through the first level or so. It might
be too late to be relevant since I already started soon, but it’s still August,
so I am finding time to talk about Psychonauts, Double Fine’s first retail
video game release.
The first thing
you should know about Psychonauts is that it is weird. The opening cinematic is
about a bunch of kids being lectured about learning how to use their psychic
powers for good in a summer camp. The boring speech is interrupted by the
protagonist Raz, literally a runaway circus freak, though compared to the other
residents of the camp he looks pretty good. The visual style is strange on its
own, but the writing drives the point even further. Before jumping into the
first level, I was interacting with the other kids and learning about them and
their quirks. Each of the students is entertaining their own right, whether it
be Dogen fighting the urge to kill squirrels with his mind or the bully Bobby
Zilch who Raz gets to upstage early on. I particularly paid attention to the
foreshadowing of the overarching plot and thought it was particularly clever,
although I don’t want to spoil anything.
The gameplay as
a collect-a-thon platformer is neat because it gives you interesting items to
hunt down. Levels take place inside the minds of other characters; for instance
the first level is a projection of a warzone inside the camp drill sergeant
Coach Oleander’s head. Scattered around the levels are figments, sprites drawn
to fit the theme of the level and help you find your way, and collectibles that
require return trips like tags for mental baggage and mental cobwebs. All of
the collectibles make progress toward rank, and for the first part of the game
you earn new powers based on how much you collected. Raz is pretty agile on his
own without these extra powers, as the levels let him run, jump, and climb as
the acrobat he was trained to be. A mental projection of his hand can be thrown
out to break objects, defeat enemies, and just smack around people in general
to get special responses. For variety’s sake you can also do some rail
grinding. Though there is a life system limiting the amount of times you can
retry stages, checkpoints that let you teleport between areas prevent you from
losing any significant progress. I lost a life or two after falling down a
bottomless pit, but it wasn’t too difficult to reach the end of the level and
open up the rest of the camp.
Psychonauts is
on its own plane of existence when it comes to platformers. The art style, the
humorous tone, and the level design are all reasons to give this game a shot
and see why Double Fine is known for its quality titles. The world created by
this game may be revisited in the future, but for now I should actually play
this game to completion so I can tell you an accurate opinion of the challenges
posed by collecting everything there is in the mindscapes of the crazy
residents of the camp.
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