Psychonauts [Download]
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Product information
| ASIN | B007XWH75O |
|---|---|
| Release date | April 19, 2005 |
| Customer Reviews |
3.8 out of 5 stars |
| Countries | |
| Return Policy | This product is non-returnable and non-refundable. |
| Terms of Use | By placing your order, you agree to our Games and Software Terms of Use. |
| Type of item | Software Download |
| Rated | Teen |
| Item model number | 41025Psychonauts1 |
| Manufacturer | Double Fine Productions |
| Date First Available | April 19, 2005 |
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Product Description
From the Manufacturer
A Psychic Odyssey Through the Minds of Misfits, Monsters, and Madmen.
This classic action/adventure platformer from acclaimed developers Double Fine Productions follows the story of a young psychic named Razputin. In his quest to join the Psychonauts--an elite group of international psychic secret agents--he breaks into their secret training facility: Whispering Rock Psychic Summer Camp. But this is no average psychic summer camp! A mysterious villain has kidnapped Raz’s fellow campers and stolen their brains. Now he must use his psychic powers of Telekinesis, Levitation, and most of all his ability to project himself into the minds of others--to find the loose noodles and keep them from falling into the wrong hands. Fight mental demons! Uncover hidden memories! Sort emotional baggage! Explore the fantastic realm of the inner mind! Join the Psychonauts!
System Requirements
Minimum Specifications: OS: Windows 98 SE/2000/XP Processor: 1.0 GHz Pentium(R) III and AMD Athlon(tm) RAM: 256 MB Hard Drive: 3.75 GB Hard Disk space Video Card: 64 MB GeForce (tm) 3 or higher or ATI(R) Radeon 8500 or higher (except GeForce 4 MX and Go series) Additional Info: DirectX 9.0 or higher compatible sound card, compatible with Mac and PCSteam account required for game activation and installation.
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P.S. I bought this and was able to redeem it on steam as well!
That said, I'm in love with Psychonauts, a platformer that sends you through a series of bosses and contains approximately 970345294387524395 collectibles. To me, Psychonauts represents a gaming future that takes the best elements of old school adventure games, puzzle games, platforming games, third-person combat games, and the Portal series' dark, sarcastic humor, and blends them into an LSD smoothie. From the opening sequence onward, the unmistakable, surreal art style grabs the player and launches them into a world that alternates between sunny moments at a summer camp and psychedelic mental landscapes, all of which can be manipulated through the use of psychic powers that range from levitation to pyrokinesis to clairvoyance.
In the real world, the summer camp for psychic kids gives the player a broad swath of land to explore, with plenty of extra scenes and reactions depending on who and what the player decides to poke. Collectibles exist here, but they're relatively easy to snag with all the powers unlocked. Tip: after dark, go grab anything you've missed before you continue with the story, and do the same in all the previous mind worlds, too.
The camp provides some relaxing visuals in between the mindscapes the player can explore. However, the minds of fellow campers, instructors, and others really make the game. They vary as wildly as the characters' styles and personalities, from a war zone to a cube with shifting gravity to a dance club, and that's only the first three. They're riots of color and sound, each with new ways to implement all the psychic powers acquired so far. These minds also present a new host of collectibles - thousands of them. With most in plain sight and numerous as ants at a picnic, these collectibles don't inspire quite the determination of a handful stashed away on ledges and rooftops (The Riddler's trophies in Arkham City, for instance)... at least not until the player sweeps back to nab them all.
My advice? Don't sweat the items the first time through each mindscape. If you don't care about achievements or 100% completion, don't bother later, either. Focus on the aspect at which Psychonauts truly excels: characterization. In each mind, the player learns about the owner's personality and back story, and often performs a kind of surgical psychiatry to aid them.
On that note, this game's not exactly child-friendly. Each mind's issues fall more into the categories of mental illness or real trauma than, say, the average Disney Channel character's sanitized problems. Some would be too adult for most kids to comprehend - the paranoid schizophrenic security guard's brain, for instance - but others involve a mother's death by illness, another mother's death by suicide, a child's fear of his father, and a tragic house fire. Even as an adult, one particularly nightmarish room left me shaken. Themes of suicide, homicide, and bullying also feature among the campers. These happen to be positive points in Psychonauts' favor for me, but might not sit the same way with preteens and their parents.
Only real complaints from me: the controls (with a corollary of forced camera angles), a few late-game abilities that are virtually useless outside their respective boss fights, and the need to backtrack for collectibles. The game engine, frankly, doesn't support platforming very well. I love the concept of optional platforms that let the player explore and see what they can reach or not, but sometimes it's difficult to distinguish which ones ought to be jumpable, and from which angles. Specific jumping angles frustrate me even more in an open game like Psychonauts because 90% of the platforms don't require them.
Later in the game, the fixed camera's even worse. During boss fights, the player's forced to stare at their opponent as though it's Scarlett Johansson doing a strip tease in the middle of the arena. It's not a huge problem until the protagonist has to climb something, or grab a certain item to chuck at the boss, or accomplish anything specific that doesn't involve jumping straight up or attacking directly. This quirk doesn't even up the difficulty of the boss fights - I beat all but a couple on the first or second try. It only makes them more frustrating. Worse still, at a couple random points during normal gameplay the camera will fix at a certain angle because it's trying to imply you should do something, but it doesn't tell you what and most of the time the goal could be accomplished painlessly by doing something different if the camera didn't stick you with that angle in the first place.
This would be a game killer if it happened throughout, but thankfully it's limited to a few occasions. Same goes for the late-game abilities: all right, they're pointless and you'll probably never use them again, but the rest of the abilities can be combined in all levels to great effect. Backtracking for collectibles... eh. This bothered me more during my second playthrough, when I glimpsed items I knew I'd only be able to acquire with powers I hadn't yet earned, or passed by tricky items I'd spotted the last time I played. Psychonauts could benefit from a New Game Plus mode that retains collectibles and powers and increases combat difficulty, perhaps by giving the bosses new strengths that have to be countered with the (currently) relatively useless endgame abilities.
Overall, though, Psychonauts should serve as an example for modern game developers, not as another property to be ripped off wholesale, but as a way to inventively combine gaming genres with a stunning art style, relateable characters, and heavy subject matter. Unfortunately Psychonauts, like Firefly, has become a sleeper hit years after its commercial success might have been taken into account.
Now I am playing it all the times, its very easy to understand and the characters are too cute!
I has some levels that I just could not figure out and had to ask my kids to help me but all in all I am hooked!
Great game and easy to play, even for adults like me with no hand eye coordination!
As a bonus, if you use the Steam client, you can enter the game code from Amazon, and the game will be added to your Steam library.