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4.05 average rating based on 2096 ratings
Original review title "Psychonaut going to ever play this game again", posted 23 June 2021: During the Milkman Conspiracy I was fairly confident that I was going to rate Psychonauts 4/5 stars for innovation and inventiveness. By the time I entered the tower and was contending with Napoleon and Matadors my rating had slipped to a 3/5. Having visited the Meat Circus, I’m firmly at 2/5. Seldom have I ever experienced a game abandon any semblance of good level design as rapidly as this game. Seldom have I ever experienced a game that utterly and actively disrespects the player to the degree that Psychonauts disrespects the player in its final moments. While it’s true that Psychonauts is an uneven platformer from the start, none of the wonkiness up front prepares you for just how atrociously they final level is designed and how utterly the Xbox era player camera controls are ill equipped to deal with such poor design.
For all Psychonauts merits, nothing can carry this game through what I would describe as a complete failure of execution of the Meat Circus. While early on I was willing to excuse rough platforming due to the age of the game …
Original review title "Psychonaut going to ever play this game again", posted 23 June 2021: During the Milkman Conspiracy I was fairly confident that I was going to rate Psychonauts 4/5 stars for innovation and inventiveness. By the time I entered the tower and was contending with Napoleon and Matadors my rating had slipped to a 3/5. Having visited the Meat Circus, I’m firmly at 2/5. Seldom have I ever experienced a game abandon any semblance of good level design as rapidly as this game. Seldom have I ever experienced a game that utterly and actively disrespects the player to the degree that Psychonauts disrespects the player in its final moments. While it’s true that Psychonauts is an uneven platformer from the start, none of the wonkiness up front prepares you for just how atrociously they final level is designed and how utterly the Xbox era player camera controls are ill equipped to deal with such poor design.
For all Psychonauts merits, nothing can carry this game through what I would describe as a complete failure of execution of the Meat Circus. While early on I was willing to excuse rough platforming due to the age of the game there no excuse, in any era, for what transpires during the Meat Circus.
Edit, posted 24 June 2021: I think it's unfair that I settled on a 2/5 as my final score. I was particularly miffed about the Meat Circus yesterday, and I think that deeply affected my perspective on the game. The question is, do I mostly dislike this game? Let's break it down into sections available to the player:
Other elements that I enjoyed: gadgets and powers, pacing, general variety of level design, character design, variety and creativity in aesthetic design, some well written jokes and the game's general sense of humour, some very satisfying platforming sections.
Other elements I didn't enjoy: clunky menus, digging for currency, the fact that the currency is an Arrowhead, self-reflexive humor that is poorly executed ("Indian" burial ground, fat jokes, mental health jokes), gadgets and weapons selection is poor with a hot swap menu that doesn't really allow for hot swapping, the very presence of lives in a game like this, poor checkpoint distribution, some very poor platforming sections.
So that brings us back to the rating. Let's start with Grouvee's rating system:
So, based on that, and based on the fact that out of the twelve areas I listed above I only consider three of them to be ones I actively disliked, is it fair for me to say I mostly didn't like Psychonauts? Probably not. I downright loved some parts of it. If the parts I liked or loved or loved outweigh the parts I deeply disliked, maybe I need to revisit my score. I was particularly salty about the Meat Circus yesterday, so I let that drive my judgement. But if I really consider my full experience of the game, I think it is fairer if I say that I liked it. I think that's fair because I realize that if you took the Meat Circus out of the game, I would probably have to say I really liked Psychonauts, because I did really like a lot of it. Maybe I'm somewhere between like and really like, with enough good and enough bad that It's not my favourite game ever, but I can respect and acknowledge that I did have a great time for a percentage of my play through. And it did get me excited for a sequel.
So, despite my initial gut reaction to the Meat Circus, it's probably more accurate to say I liked Psychonauts well enough to give it 3/5 stars.

One of the most fun things to catch up. Just finished the game and i'm so pissed that this gem is not so recognized as it should be. God, everything in this game work perfectly well and it's a very eccentric work. Loved all of it: the world, the characters, the voice actors, the music, the bosses, the platformer challenges, the graphics, the missions and OH GOD THE SENSE OF HUMOR.
I wasn't sure of this but now I cleared up my mind and I can say this with all my neurons working together: it's one of my favorite games of all time. That's not a very easy task, I played a bunch of stuff but my god this is very unique.
Tim Schafer is the guy. Until now, none of his work has make me feel something I call by: HOLY CRAP THIS IS A M A S T A P I E C E (you know this kind of feeling). But Psychonauts it's special. This is his masterpiece. 10 out of 10 or 11 out of 10 if I can do that.
I finished Psychonauts and absolutely loved it! Yes, a few mechanics have grown a little old, but that didn't stopped me from enjoying how full of creativity the levels were and how funny are the dialogues. I ended loving all the characters. All the little details, fun symbolism and kinda-dark secrets are making me wanting to play it all again.
Hot and controversial take: the Meat Circus wasn't that bad. I actually enjoyed it.

I am not the biggest fan of how psychonauts play. It is a bit clunky and platforming itself can be a bit annoying. Luckily the game gives you a double jump and slow falling option which makes the controls a bit more forgivable. By itself it is really not a hard game. Platofrming rarely presents a challenge, which in my opinion is good, since thee game is all about walking you through a story while enabling you to explore and collect some fun stuff.
A story focused platformer without the best platforming is not something that would usually get a pass, since the game needs to do something extraordinarily to compensate for the mediocre core mechanics. But Psychonauts manages to do something extraordinary. And I really didn't expect that.
What makes Psychonauts that great is art direction, character design, great voice acting and brilliant idea that is quite well executed. For the most part it felt like i was watching an interactable cartoon from the old Cartoon Network. Which felt amazing.
Every level is a new adventure with completely different vibe. And I got more surprised and intrigued the more I played. Character design is also amazing. I don't remember …
I am not the biggest fan of how psychonauts play. It is a bit clunky and platforming itself can be a bit annoying. Luckily the game gives you a double jump and slow falling option which makes the controls a bit more forgivable. By itself it is really not a hard game. Platofrming rarely presents a challenge, which in my opinion is good, since thee game is all about walking you through a story while enabling you to explore and collect some fun stuff.
A story focused platformer without the best platforming is not something that would usually get a pass, since the game needs to do something extraordinarily to compensate for the mediocre core mechanics. But Psychonauts manages to do something extraordinary. And I really didn't expect that.
What makes Psychonauts that great is art direction, character design, great voice acting and brilliant idea that is quite well executed. For the most part it felt like i was watching an interactable cartoon from the old Cartoon Network. Which felt amazing.
Every level is a new adventure with completely different vibe. And I got more surprised and intrigued the more I played. Character design is also amazing. I don't remember seeing so much variety and personality in main and side characters in a videogame.
Even If I didn't like playing some of the levels, I can't praise enough how well the authors managed to convert mental problems into a visual and interactive experience. It is very hard to draw abstract concepts like love, paranoia, anger and fear. However, Psychonauts manages to create entire mental worlds with graet visual hints and allegories.
My favorite levels are
The game, of course, had to simplify some of the mental problem concepts in order to make the experience understandable and digestible. I personally don't have a problem with that. But it would definitely be cool to see these mental worlds paint more multidimensional perspective on given troubles or circumstances that led character into such mental state.
With that said I recommend playing Psychonauts. Although the 3D platforming standards from 2005 should be noted. But if you can get past the clunky controls, a great adventure awaits you.
I want to play the sequel so I decided I wanted to play the original. I TRIED!
I got past the first full stage (mind of the military counselor) and... I could not continue.
The platforming, the controls, the camera, the combat, the lack of signposting... everything about playing this game annoyed me! Well... the visuals are fine and the VO seemed good but by the end of that first level I had NO desire to keep going. I ended up watching the official YT story catch-up instead...
. (ノ`Д´)ノ彡┻━┻
(╯°□°)╯︵ ┻━┻ . .I feel good about my decision. Maybe I could have toughed it out but it seems like a really long game and why? Anyway, I am less excited for the sequel than I was but I still want to play it and it IS a 2021 game so I imagine most of the game feel stuff will probably be resolved.
I am sure it is a beloved game for a reason... but like hearing an inside joke, I guess I just had to be there.
This game definitely fulfills my hunger for a good 3D platformer. I especially recommend this to Rayman 2 & 3 fans.
Well, after hearing everyone sing this game’s praises and finding it on the PS Store for $2, I decided to give Psychonauts a try. I was curious about it when one YouTuber described it as playing very similar to Spongebob: Battle for Bikini Bottom, a game I have some nostalgia for. Being this is an old PS2 title, you’ve probably played it already, unless you’re like me, but here’s my take on it anyways.

So, how does it play? Well, I can see the Spongebob similarities. It’s a platformer with special abilities that unlock over time to help you traverse to new areas. You spend a good 90% of the game doing platforming challenges, unfortunately I didn’t find the controls to be the best. Admittedly, I could just be spoiled by new platformers and the tighter controls of modern games. It wasn’t too bad when you had a large area to land on, but with smaller platforms or tightropes I seemed to miss a lot of jumps. This was the worst during the final level. You’re having to climb up a tent using tiny platforms and well timed jumps while under a time limit. It was controller throwing levels of …
Well, after hearing everyone sing this game’s praises and finding it on the PS Store for $2, I decided to give Psychonauts a try. I was curious about it when one YouTuber described it as playing very similar to Spongebob: Battle for Bikini Bottom, a game I have some nostalgia for. Being this is an old PS2 title, you’ve probably played it already, unless you’re like me, but here’s my take on it anyways.

So, how does it play? Well, I can see the Spongebob similarities. It’s a platformer with special abilities that unlock over time to help you traverse to new areas. You spend a good 90% of the game doing platforming challenges, unfortunately I didn’t find the controls to be the best. Admittedly, I could just be spoiled by new platformers and the tighter controls of modern games. It wasn’t too bad when you had a large area to land on, but with smaller platforms or tightropes I seemed to miss a lot of jumps. This was the worst during the final level. You’re having to climb up a tent using tiny platforms and well timed jumps while under a time limit. It was controller throwing levels of frustrating. You have a lives system, because this is an older game, but it seems kinda pointless. If you lose all your lives and restart, you still restart at the last checkpoint, if I’m remembering right.
The other 10% of the game is combat. You can tell this game was made by an old LucasArt developer, because the combat is light and pointless. You have some minions that show up, but pose little threat. The main time you use combat is in the boss battles, which are fun and usually have some type of puzzle element. The most useless combat power in your arsenal is the pyrokinesis, least in my opinion. It takes a little charge up for you to set an enemy on fire, the problem is they attack quicker than you can start the fire. It would be okay if you had some range to start the fire, but you usually have to be within their swinging range to activate the skill.

But when people talk highly of this game, it’s not to praise the combat, but the story. The general premise is you’re a kid with psychic power at a summer camp for psychic kids, sort of a discount X-Men I suppose. There’s also a very Tim Burton-esque vibe to the whole thing. It’s a fun premise, and the camp counselors are fun caricatures; you got a 70s flower child, the gun-ho general, and the mod German expressionist. The big hook is you can use your psychic powers to enter the mind of other people. This is where the “levels” of this game come into play. The levels are you walking around the psyche of people and see the world how they see it. Again, this is another neat concept; the military man’s head is a battlefield, the actress’ head is a stage. The best level, that most everyone seems to bring up, is the conspiracy theorist. It’s a suburb that is under constant surveillance from G-Men, who have the best jokes in the game.

This all is really the theme of the game, but the actual story is a lot less impressive, still spoilers ahead. You are Rasputin, a special chosen child, who is training to be a Psychonaut. You ran AWAY from the circus, which is kinda funny. During your training, some of the other kids start turning up with missing brains & you’re having weird nightmares. And this game, I couldn’t figure it out. At some points, it feels like it’s meant to be a kid game, like Spongebob; the story is simple and uses a lot of kid movie tropes, but on the other hand, the game has some more adult humor and swear words. Since I wasn’t sure where the target audience was, I didn’t know how “tricky” the story was going to get. There’s some things set up in the background going on & I was expecting some twists. Your mentor, the old man, has some scenes where he’s sort of vague. Halfway through it’s revealed that the general is actually the bad guy. Now, I figured the twist was going to be that the general was being set up and the old man was actually the villain, but no the story wasn’t that complex. The general’s the camp hardass, so of course he’s the bad guy.
The story pacing felt a little off to me as well. The first half of the game is training Rasputin to be a psychic and most of the time feels like it’s spent in the real world doing puzzles around the camp, then you end up in an island insane asylum and this is when most of the brain levels take place. After you cure the patients of their mental illnesses, you confront the secondary villain, the doctor who runs the asylum and meet his extremely annoying assistant. This does have one of the funniest jokes set up in the game though. The assistant insists you get her turtle who will have all the answers. You think she’s just crazy and obsessed with this dumb turtle, but it turns out it actually can talk and it sounds like Barry White.

Once you kill the doctor via a puzzle, you fight the general’s tank, then go into the brain. Here’s where the story takes another left turn. You suddenly learn the general, I can’t remember his name, had a father who was a mean butcher. His thoughts mix with your mind and you run through this rather disturbing meat circus. You also face a mental vision of your father, who has been established as not liking psychics. So, you end up fighting your father & the general’s. It’s a metaphorical thing of living up to expectations or Tim Schaffer working through some issues, either way I’m sure it’s been analyzed to death by some college philosophy students. Once you beat them, out of nowhere, your father shows up and there’s a sappy “son, I’ll always love you” moment and they team up to take out the a terrifying mash-up of the two evil fathers. The story ends with the general turning good again and Rasputin becoming an official psychonaut.

All in all, there’s a lot of good ideas in this game, but I think the age of this game holds it back. The writing does have some charm & smart moments. The fact they made Rasputin a circus performer to explain why he can do all this platforming and that his family is cursed and can’t enter water to explain the early 2000s protagonist problem of not being able to swim. Being this is the first time I’ve played this, I don’t have that nostalgia for it and it didn’t live up to the Godlike praise it gets to me. As a kiddie game its fine and introduces kids to newer complex ideas. If it’s geared towards a teen or older audience, I would’ve preferred a little more intrigue in the story. I’ll keep an eye on the sequel.
This is one of the funniest gaming experiences I have had. It was a bit consoly at first but once I got the hang of it I couldn't stop. It was just plain fun and the script was perfect. I wish they were going to make a sequel. Definite A+ games. Thanks, Tim Shafer.
Okay confession time: Upon completing this game, I only gave it 3 stars. It's true what people say about it being pretty rough around the edges, particularly in the late game stretch. Some of the platforming is undeniably pretty shoddy when compared to other 3D platformers of the 6th generation. The game is by no means flawless. But it's also true that what it lacks in gameplay polish, it more than makes up for in a bevy of other ways, primarily in the department of audio/visual production and art direction. The game is just filled to the brim with beautiful, surreal visuals and stunning setpiece moments that integrate into actual gameplay in unexpected, novel ways. Every mind you explore has a completely different visual motif and gameplay hook that reflects the psyche of it's owner, leading to some truly clever narrative metaphors and humorous yet heartfelt storytelling. The more time had gone by, and as the frustation of the Meat Circus had faded into the rearview, these admirable qualities were the ones that stuck with me. By the time I had played the second game in the series, I was fully convinced of the overall quality of this series as …
Read MoreOkay confession time: Upon completing this game, I only gave it 3 stars. It's true what people say about it being pretty rough around the edges, particularly in the late game stretch. Some of the platforming is undeniably pretty shoddy when compared to other 3D platformers of the 6th generation. The game is by no means flawless. But it's also true that what it lacks in gameplay polish, it more than makes up for in a bevy of other ways, primarily in the department of audio/visual production and art direction. The game is just filled to the brim with beautiful, surreal visuals and stunning setpiece moments that integrate into actual gameplay in unexpected, novel ways. Every mind you explore has a completely different visual motif and gameplay hook that reflects the psyche of it's owner, leading to some truly clever narrative metaphors and humorous yet heartfelt storytelling. The more time had gone by, and as the frustation of the Meat Circus had faded into the rearview, these admirable qualities were the ones that stuck with me. By the time I had played the second game in the series, I was fully convinced of the overall quality of this series as a whole. Psychonauts 2 is a far more polished, playable game, but the first one gets major major originality points.
Read LessWhile I love the writing in this game, each level in this second half of game is getting progressively more and more not-fun to play. It's not so much that it's hard, but rather it's just extremely tedious and feels like a chore. Every new level I reach, I just want it to be over after a half hour or so.
The platforming is extremely sloppy, and gets worse with each level. The level design often feels like they expect you to Skyrim your way over obstacles where it's not totally clear if you're truly intended to traverse them or not.
The puzzles are nonsensical at times, so I'm constantly spamming the bacon hint-giving item. Thankfully, that usually gets me moving, but I have had to Google a couple solutions.
New powers are randomly introduced fairly early in the game, and then you never use them until hours & hours later. So when you need to use them for some puzzle, it never feels intuitive.
I guess I'm throwing in the towel on this obnoxious Waterloo stuck-drawbridge platforming puzzle, watching the rest of the story on YouTube, and moving on to Psychonauts 2.
4.5/5 stars I never played Psychonauts around when it first launched, I picked it up years later on a cheap Steam sale. Even then it took me some time to start it. Once I did, I played a decent bit before getting frustrated and setting it aside a few years. I've finally picked it back up and pushed through to finally complete the game. Psychonauts has you playing as Raz, a child with kinetic abilities attending a summer camp with other kinetic children. Things go wrong, and you're thrust into the hero role trying to save the day. Made by Double Fine Studios, Tim Schafer's creativity shines throughout this adventure. As soon as you start getting tired or bored of one area, something big happens where the gameplay takes a big change keeping things fresh. There's so many fun and creative ideas throughout this game that it's always exciting to see what is coming next. Playing the game in today's landscape, there's definitely a level of jank you have to get used to. The platforming here isn't the most accurate (despite being a platformer), the camera can be frustrating at times, the level goals not always the most clear. The …
Read More4.5/5 stars I never played Psychonauts around when it first launched, I picked it up years later on a cheap Steam sale. Even then it took me some time to start it. Once I did, I played a decent bit before getting frustrated and setting it aside a few years. I've finally picked it back up and pushed through to finally complete the game. Psychonauts has you playing as Raz, a child with kinetic abilities attending a summer camp with other kinetic children. Things go wrong, and you're thrust into the hero role trying to save the day. Made by Double Fine Studios, Tim Schafer's creativity shines throughout this adventure. As soon as you start getting tired or bored of one area, something big happens where the gameplay takes a big change keeping things fresh. There's so many fun and creative ideas throughout this game that it's always exciting to see what is coming next. Playing the game in today's landscape, there's definitely a level of jank you have to get used to. The platforming here isn't the most accurate (despite being a platformer), the camera can be frustrating at times, the level goals not always the most clear. The infamous Meat Circus level was a major test in patience. Don't let these negatives stop you from playing this game, as it's easy to see why it's held in such high regard even to this day.
Read LessДаже учитывая мою нелюбовь к платформерам, в целом, игра мне понравилась. Но это ни в коем случае не безоговорочный шедевр, как пишут ностальгирующие бумеры в интернетах.
Здесь откровенно слабая боёвка: удар и способности. Большая часть способностей применяется только в определенных ситуациях. А пси-выстрел, которым мы будем пользоваться от начала и до конца, — не очень удобен. Автоприцел наводится относительно медленно, а без него выстрелы почти всегда уходят «в молоко». Телекинезом пользоваться очень неудобно: предметы хватаются только с близкого расстояния и кинуть предмет туда, куда надо, почти никогда не получается с первого раза.
Примерно половина игры — обычный, нормальный платформинг. Ничего плохого сказать не получится. Потом уровень в голове у рыбы Линды. Вот он мне не очень понравился. Несмотря на клёвый концепт — Раз предстает огромным чудовищем, разрушающим город — сам по себе он скучноват и затянут. Здесь выдают способность «Щит», и приходится этим щитом пользоваться, периодически останавливаясь в ожидании перезарядки.
А потом случается уровень Молочника. Вот это безоговорочный шедевр, ради которого стоит играть. Практически весь уровень состоит из простеньких загадок в стиле «найди нужный предмет, чтобы пройти дальше»: в голове у Молочника господствуют правительственные агенты. Великолепный стёб над теориями заговора. Даже учитывая слегка всратого босса — лучший уровень игры.
С …
Даже учитывая мою нелюбовь к платформерам, в целом, игра мне понравилась. Но это ни в коем случае не безоговорочный шедевр, как пишут ностальгирующие бумеры в интернетах.
Здесь откровенно слабая боёвка: удар и способности. Большая часть способностей применяется только в определенных ситуациях. А пси-выстрел, которым мы будем пользоваться от начала и до конца, — не очень удобен. Автоприцел наводится относительно медленно, а без него выстрелы почти всегда уходят «в молоко». Телекинезом пользоваться очень неудобно: предметы хватаются только с близкого расстояния и кинуть предмет туда, куда надо, почти никогда не получается с первого раза.
Примерно половина игры — обычный, нормальный платформинг. Ничего плохого сказать не получится. Потом уровень в голове у рыбы Линды. Вот он мне не очень понравился. Несмотря на клёвый концепт — Раз предстает огромным чудовищем, разрушающим город — сам по себе он скучноват и затянут. Здесь выдают способность «Щит», и приходится этим щитом пользоваться, периодически останавливаясь в ожидании перезарядки.
А потом случается уровень Молочника. Вот это безоговорочный шедевр, ради которого стоит играть. Практически весь уровень состоит из простеньких загадок в стиле «найди нужный предмет, чтобы пройти дальше»: в голове у Молочника господствуют правительственные агенты. Великолепный стёб над теориями заговора. Даже учитывая слегка всратого босса — лучший уровень игры.
С боссом у меня была такая проблема. Он швыряется в Раза динамитом, который надо ловить в полёте телекинезом и швырять в него обратно, а иногда — просто стреляет. Телекинез неудобный, и поймать взрывчатку получается хорошо, если через раз, а увернуться от выстрела в это время и вовсе нереально. Оказалось, что проще вместо телекинеза использовать пси-выстрел. Но пока я до этого додумался жопка подгорала.
И после этого игра идёт на спад. Концептуально и визуально уровни остаются крутыми, но геймплейно становятся если не хуже, то ощутимо душнее.
В театре Глории крутая механика со сценой (но я тупил и загуглил), но кривоватая секция с платформингом и унылый босс, где нужно трижды повторить простую последовательность.
Настолка в голове Наполеона раздражает местами кривым платформингом, а еще трудно ориентироваться (возможно только мне) между общим видом стола и игровым.
Мир в голове Тореадора офигенно выглядит, но бык, отбрасывающий Раза назад безумно раздражает. На уровне нужно собрать четыре карты. Чтобы получить карту нужно победить босса. Три из них убиваются абсолютно одинаково: уворачивайся и поджигай пирокинезом. Четвертого заставляют убивать новоприобретенной на этом же уровне способностью — какими-то ошеломляющими гранатами — и пользоваться этой способностью ты больше никогда (кроме как на финальном боссе уровня) не будешь, она бесполезна. В финале придётся убивать Тореадора и быка. Тут придется пользоваться и гранатами и телекинезом. Босс простой, но занудный, потому что неудобный телекинез.
Башня психушки это просто долгий подъём наверх. Иногда прыгаешь не туда, но это не страшно. А вот крысы бесят по-настоящему: их много, они быстро бегают и очень больно взрываются, когда добегают до Раза. Автонаведение намного медленнее крыс, а без него стреляешь мимо. Вот тут у меня опять подгорело.
Но вершина пиздеца — Мясной Цирк. Этот уровень уёбищен. В комментах к прохождениям я читал, что многие в детстве забросили игру на этом уровне и неудивительно. Сложность внезапно возрастает в разы. Платформинг становится максимально кривым и при этом не прощает ошибок, а Раз при этом прыгает дальше, чем нужно или не хватается там, где должен. Господи, да они даже сегмент с сопровождением сюда запихнули! А финального босса нужно опять бить при помощи телекинеза. Такое ощущение, что этот уровень делали с похмелья, ненавидя весь мир.
И вот поэтому — «Психонавты» никак нельзя назвать потрясающей игрой. Геймплейно в ней всё не слишком хорошо. Хотя и не так, чтобы ужасно (кроме Цирка). В целом игра не сложная, а сценарий, стиль, окружение, озвучка и концептуальные уровни перевешивают недостатки.
Psychonauts is a fun game filled with inventive level design, likable characters and memorable music but its held back by early 2000's quirks, that is to say, wonky platforming, imprecise controls, glitchy powers and an unreliable camera among other level-specific quirks.
The game is defined by its levels, each is distinct and memorable and warrants individual discussion. My thoughts on each level are as follows:
Psychonauts is a fun game filled with inventive level design, likable characters and memorable music but its held back by early 2000's quirks, that is to say, wonky platforming, imprecise controls, glitchy powers and an unreliable camera among other level-specific quirks.
The game is defined by its levels, each is distinct and memorable and warrants individual discussion. My thoughts on each level are as follows:
Psychonauts is a game that benefits from its level design, story, characters and music but suffers from dated mechanics. The mechanics are tolerable but those last two levels put the issues front and center and offer nothing to compensate. Despite the dated mechanics, the rest of the game, from the characters, story, level design, and music have not aged a day and its clear that the game would benefit from a remake that encompasses all the quality of life improvements of the last 16 years while keeping everything else intact.
and beautiful and insane and crazy and is a perfect reminder of what makes games special as an art form in the first place. There are levels in this game that are so ridiculously clever and unique as concepts themselves, I have a hard time understanding how DoubleFine came up with them in the first place because there are levels that really just make you go: woah.
This game is so creative and well designed from the graphics to the story to the world itself that it is hard not to love the game. And love the game I definitely did.
That is to say I walked away loving the game. But there were definitely moments I did not love and some I actually hated, and what's more, there are parts of the game I more than loved and was blown away by. Let me start with the part I was completely blown away by, and the moment I realised this game is something special. That part is the lungfishopolis level.
Lungfishopolis might be the best level of any game I can think of in recent memory, as soon as it started I thought to myself, there's no way they're …
and beautiful and insane and crazy and is a perfect reminder of what makes games special as an art form in the first place. There are levels in this game that are so ridiculously clever and unique as concepts themselves, I have a hard time understanding how DoubleFine came up with them in the first place because there are levels that really just make you go: woah.
This game is so creative and well designed from the graphics to the story to the world itself that it is hard not to love the game. And love the game I definitely did.
That is to say I walked away loving the game. But there were definitely moments I did not love and some I actually hated, and what's more, there are parts of the game I more than loved and was blown away by. Let me start with the part I was completely blown away by, and the moment I realised this game is something special. That part is the lungfishopolis level.
Lungfishopolis might be the best level of any game I can think of in recent memory, as soon as it started I thought to myself, there's no way they're actually going to-- Oh my. THIS IS AWESOME. THIS IS HILARIOUS. HOW IS THIS EVEN POSSIBLE. It is just such a good level and to say anything else about it would be to say too much, but it really made concrete for me how genuinely original this game is, and is almost certainly my favorite thing about it. My mind was truly blown.
Almost the exact same can be said for the milkman conspiracy level, just a beautiful world I was happy to be in, similarly it was inspiring and clever to an astonishing degree. I kept thinking while playing the level that it was awesome as a concept. And how tf did Double Fine even think of this as a possibility.
Then there are the gameplay mechanics of the game, which on the whole I would say fall into the like/love category. Although there is one element in particular I have to point out as hating. This is the arrowheads. Yes if it were not for remappable buttons on steam, I think I may have stopped playing the game because of this mechanic. You basically have to repeatedly hit a single button extremely fast and all over the map to advance the story. It's terrible and I hated it, but I did manage to get around it, still it was an annoying experience.
The 2nd thing I can say that I truly hated about the game is the ending level, and this is purely level design, the story was great but the level, it sucked, it was annoying, it made me want to not play the game, and I actually stopped playing it for a month after I took a couple tries at the catching mr bun bun. And catching mr bun bun was about the most annoying part of the most annoying part of the game. It took me an insane amount of retries to keep the coach safe while I was making tiny acrobatic errors and having to restart the level from the beginning over and over again.
It just felt poorly designed and annoying, and way too hard, and this goes for everything in meat circus. In fact I'm pretty sure Double Fine was aware of how hard this level is because you get an achievement called "I Thought That Was Unbeatable!" when you finish the game, but still my question is why does it have to be this hard. It is hard to the point where it is not fun anymore and it feels like failure is more due to not getting enough things right in a row than a lack of skill, although I guess that is technically a lack of skill, but - let me put it another way. It feels like you're failing a lot because of things out of your control.
Anyway that's meat circus, the game as a whole is worth enduring this last level for, but it is impossible but you should still play and buy the game.
"It's not that I don't like it - it's that I like everything about it, except for the part where I... I actually have to play the video game."
In 2005, Psychonauts was a ps2 favourite and sat proudly in memory and my current shelf of nostalgia. Yet after a full 100% playthrough, I reluctantly have less wonderment and more discomfort.
I've found myself to be surprised by Psychonauts rough corners and frustrations. Clearly stemming from a hastened development I was unaware of until the DoubleFine Docu-series.
I still adore the writing and creativity - an artists sketchbook come to life. Schafer is a national treasure. Yet, Psychonauts' inconsistent player communication, camera, textures and under utilized abilities leaves it drooping.
My experience two decades later [my god] now highlights those issues in full along with a painful hindsight. In 2005, I was unaware of the almost decade long battle to come in my mental health and anxiety.
I wish I could have learned more about mental health instead of a highly enjoyable, cartoonish romp of the subconscious. At times the title is blunt and over simplified for comedy. It leaves lessons on the table along with piercingly dark character development agape in the form of FisherPrice slide shows or bested boss battles.
Psychonauts still has place in my heart for what it was at the time but …
In 2005, Psychonauts was a ps2 favourite and sat proudly in memory and my current shelf of nostalgia. Yet after a full 100% playthrough, I reluctantly have less wonderment and more discomfort.
I've found myself to be surprised by Psychonauts rough corners and frustrations. Clearly stemming from a hastened development I was unaware of until the DoubleFine Docu-series.
I still adore the writing and creativity - an artists sketchbook come to life. Schafer is a national treasure. Yet, Psychonauts' inconsistent player communication, camera, textures and under utilized abilities leaves it drooping.
My experience two decades later [my god] now highlights those issues in full along with a painful hindsight. In 2005, I was unaware of the almost decade long battle to come in my mental health and anxiety.
I wish I could have learned more about mental health instead of a highly enjoyable, cartoonish romp of the subconscious. At times the title is blunt and over simplified for comedy. It leaves lessons on the table along with piercingly dark character development agape in the form of FisherPrice slide shows or bested boss battles.
Psychonauts still has place in my heart for what it was at the time but the new perspective has made it lose a star and instills a doubt it has a place on my shelf.
It bares too much weight.
The PC version of that level was really fun. Escort mission was easy at rank 62. I'll admit I was lucky with the rail grinding section by going too fast and got it down on my 3rd go. And the dad part was ok. Finally glad I got this dusted off my backlog since it might be the game I've had in the Steam backlog for the longest time.
If you watch this game on youtube with the deaths and missed jumps edited out, it's a 5/5.
If you play it you'll just find suffering.
I hope they remake it some day, so they can fix everything that's broken (90% of it) and make the story, settings, ideas and everything that I loved accesible.
I'm now onto the VR middle point before jumping on 2, but I'm fully hooked into the "franchise"
Howdy folks, I have some free games up for grabs and listed over in the Grouvee forums, so mosey on over if you want to check out the selection.
This is fun. Sometimes annoying cuz it's old but it doesn't matter.
Jokes are funny, gameplay is great. Visually original.
Loved it.
Genuinely happy and surprised at what a neat little game this was. I'm usually hesitant to play old beloved games cause I don't think many of them age particularly well. Overall it was solid 6-7 hour experience with neat platforming, neater levels, and neater...er characters. I'm aware some see the first half as significantly better than the second half and while I agree with that notion it's not because the game was any less fun in the second half I'd say. The first half had all these wacky characters and skits that were straight out of a 90s or early 2000s cartoon and I loved that kind of comedy and had a blast going through the dialogues. The second half in a sense feels lonely since due to story reasons most characters go out of commission and it's only just Raz. While the comedy is still there, I feel it could have benefited much more if all the characters had persisted through the entire thing. That said, it's not a very long game to begin with so I wasn't very bothered by it. The game does have some of that... old level design feel in that some levels are a …
Read MoreGenuinely happy and surprised at what a neat little game this was. I'm usually hesitant to play old beloved games cause I don't think many of them age particularly well. Overall it was solid 6-7 hour experience with neat platforming, neater levels, and neater...er characters. I'm aware some see the first half as significantly better than the second half and while I agree with that notion it's not because the game was any less fun in the second half I'd say. The first half had all these wacky characters and skits that were straight out of a 90s or early 2000s cartoon and I loved that kind of comedy and had a blast going through the dialogues. The second half in a sense feels lonely since due to story reasons most characters go out of commission and it's only just Raz. While the comedy is still there, I feel it could have benefited much more if all the characters had persisted through the entire thing. That said, it's not a very long game to begin with so I wasn't very bothered by it. The game does have some of that... old level design feel in that some levels are a little obtuse in what they want you to do to proceed, especially in the later levels. I knocked this out in one sitting and I'm now looking very forward to starting up the 2nd game as I'm hearing great things about it.
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Having a hard time sustaining interest in any new games when my brain knows Psychonauts 2 is right around the corner, so I decided to squeeze in a quick replay of the original!
I love this game's art direction. So excited to see it realized with modern techniques.



Starting my third playthrough of this gem to prep for the sequel's arrival. Having seen several recent reviews from first-time players who weren't as warm towards it (and towards other recent re-releases of classic games like Mario 64), I've been pondering how gamers should handle "classic" games from earlier generations. The controls for 3D games are constantly evolving and improving, as are level design and variety, so how much of a premium should be placed on those factors when considering one's Top Five Games or The Best Games of All Time? Does that constant evolution mean one's favorites are destined to fall down his list as time moves on, or does it mean he should focus on more timeless factors such as story and experience in a more holistic analysis in order to fight recency bias?
Psychonauts is definitely not one of the ten best-playing games I've played at this point in my life, but it is an experience that I think about often and with quite a bit of fondness. I am absolutely loving this playthrough already, even if I find myself getting much more frustrated by its limitations on this go-around. I'm sure I'll keep mulling over these …
Starting my third playthrough of this gem to prep for the sequel's arrival. Having seen several recent reviews from first-time players who weren't as warm towards it (and towards other recent re-releases of classic games like Mario 64), I've been pondering how gamers should handle "classic" games from earlier generations. The controls for 3D games are constantly evolving and improving, as are level design and variety, so how much of a premium should be placed on those factors when considering one's Top Five Games or The Best Games of All Time? Does that constant evolution mean one's favorites are destined to fall down his list as time moves on, or does it mean he should focus on more timeless factors such as story and experience in a more holistic analysis in order to fight recency bias?
Psychonauts is definitely not one of the ten best-playing games I've played at this point in my life, but it is an experience that I think about often and with quite a bit of fondness. I am absolutely loving this playthrough already, even if I find myself getting much more frustrated by its limitations on this go-around. I'm sure I'll keep mulling over these questions as I play it this week and hope the sequel is good enough that I can just add that to my Top Five list without any of these same caveats. All that being said, very excited to get home from work and dive right into the Milkman Conspiracy tonight.
I think I’ve hit around the 80% mark in this game and I have a serious mind to quit. This game has taken a dramatic turn from innovative and interesting to tedious and frustrating. I know it’s partly its age, but the platforming does nothing but get worse as you progress. I’m tempted to call it quits and move on to the sequel when it comes out, in the hopes that a decade and a half of QoL improvements will make for a much more polished experience.