Report for Basic Braining : Psychonauts

Talk to the mentally-projected hand.

Talk to the mentally-projected hand.

The last time I tried to play Psychonauts, I was immensely frustrated in the first few seconds. Not by the content of the game, mind you, but by the fact that it wasn’t recognizing the 360 controller plugged into my PC. I had heard horror stories about certain platforming sections and that playing with a mouse and keyboard was a fool’s errand, so this would not stand! That moment of excited anticipation for a game by developers I love faded pretty quickly. By the time I closed out of the program to find a method to get the controller to play nicely, distraction had already placed its icy grip firmly on my shoulder. Years passed, but that never stopped the flow of positive things said about Psychonauts, whether it was referenced for its great sense of humor or cited as a depressing example of a good game selling poorly.

Double Fine Productions is a fantastic studio and they’ve made some great products in the past couple of years. I spent a good chunk of time blowing up Tubes with a buddy in Iron Brigade (back when it was known as Trenched), and Costume Quest was very adept at delivering some killer wisecracks. Even Brutal Legend, a divisive game amongst many reviewers, is something that I still recommend that people try out despite its shortcomings. Its ambitious design makes it one of the most unique games I’ve ever played.

A few months ago, a patch came out for six-year-old Psychonauts. This was a result of the original publishing deal with Majesco expiring, which reverted the rights back to the developers at Double Fine. The patch was a whopper, adding in Steamworks support such as cloud saving and achievements, tweaking the difficulty of some levels, and putting out a Mac version of the game to boot. My interest in the game was full of renewed optimism, as I inquired to myself, “If they did all of that, then maybe, just maybe, they added in native 360 pad support!” Of course, when I put my mind to something, it will still take me several months to actually do it. Luckily, the dry spell of games this month proved to be the perfect condition to finally sit down and give Psychonauts the good old college try. Again.

Before a title screen even has the chance to come up, the game prompts you to pick a save slot. I was immediately overwhelmed by a sense of relief as my 360 controller was registering without even having to configure it. One caveat to this, however, is the fact that any action the game advised me to perform was instructed with on-screen images of keyboard prompts, not gamepad button prompts. They clearly have gamepad button graphics in the key binding options menu, so it’s not for a lack of those. After hunting around in the options for a while, I wasn’t able to find a way to fix the issue. An annoying oversight, but I’ll happily take it over some third-party workaround just to get the controller working. Now that we have a working controller, let’s journey onward to the meat of the game. And no, I don’t specifically mean the Meat Circus.

The Collective Unconscious of your mind is one of several surreal environments.

The Collective Unconscious of your mind is one of several surreal environments.

Psychonauts starts you off as Raz, one of many children sent to a summer-turned-boot camp to train to become what can only be assumed as some sort of psychic soldier. It’s your run-of-the-mill 3D platformer with a reasonable control scheme and areas full of collectible goodies. That said, it doesn’t take a psychic to see why it’s so heavily praised. The wonderfully cartoony design approach meshes well with the levity that surrounds everything you come across. You can barely go two minutes without hearing talented voicework from the cast of characters, which is as colorful as the game’s art. The narrative does a great job of putting the player in the world by maintaining a fantastic pace for the story. Overall, everything feels deliberately cohesive, and even if 3D platformers aren’t your preference (they’re definitely not my favorite thing to play), it’s easy to find yourself hungry for more.

The latest PC patch offers a bit of incentive to revisit the game for those who have already played through it, with Steam achievements for those who like to show off. The native gamepad support and Mac version help make it more accessible to people like myself who missed this beauty the first time around, though it is a slight chore to deal with on-screen keyboard prompts when you’re using a controller. However, jumping over that hurdle is more than worth it, since Psychonauts is already leaps ahead of almost every other 3D platformer I’ve ever played. I’m only a few hours in, and that’s all it took for it to me to realize that I need to see it through to the end.

It’s a shame that it originally sold as poorly as it did; critical acclaim surrounded Double Fine’s first major release left and right, but less than 100,000 copies had moved in the first eight months. Luckily, this hasn’t shaken Double Fine founder Tim Schafer, who told CVG back in late 2010 that he wouldn’t be opposed to making a sequel. According to Shafer, the main sticking point is finding a publisher who is interested in putting it out. Psychonauts has recieved a plethora of positive commentary over the years, so the name is in enough people’s heads to potentially be a big seller. With any luck, this article may just put it in a few more, so if you haven’t had the chance to pick it up yet, put on your thinking cap and grab it as soon as possible.

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