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.
User reviews: Overwhelmingly Positive (4,137 reviews) - 95% of the 4,137 user reviews for this game are positive.
Release Date: Apr 19, 2005

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Recommended By Curators

"Original and creative Action Adventure. Captivating writing; hilarious storyline and mature humor. You'll meet a lot of memorable NPCs, gameplay is fun!"

About This Game

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

Mac OS X
    • OS: Windows 98 SE/2000/XP
    • Processor: 1.0 GHz Pentium(R) III and AMD Athlon(tm)
    • Memory: 256 MB of RAM
    • Graphics: 64 MB GeForce (tm) 3 or higher or ATI(R) Radeon 8500 or higher (except GeForce 4 MX and Go series)
    • DirectX®: version 9.0 or higher (included with game)
    • Hard Drive: 3.75 GB minimum hard drive space
    • Sound: DirectX&reg 9.0 or higher compatible sound card
    • Controls: Windows-compatible keyboard and mouse
    • OS: Windows 2000/XP
    • Processor: 2.0 GHz Pentium(R) IV and AMD Athlon(tm)
    • Memory: 512 MB of RAM
    • Graphics: , 128 MB GeForce FX 5600 or higher or ATI(R) Radeon 9600 or higher
    • DirectX®: version 9.0 or higher (included with game)
    • Hard Drive: 6.0 GB minimum hard drive space
    • Sound: DirectX&reg 9.0 or higher and Sound Blaster Audigy 2 series sound card
    • Controls: Game Pad (optional)
    • OS: Snow Leopard 10.6.8, or later.
    • Processor: Intel Core Duo Processor
    • Memory: 2 GB of RAM
    • Graphics: ATI X1600 / NVIDIA 8600GT / Intel HD3000 or better card with at least 128 MB VRAM
    • Hard Drive: 4GB minimum hard drive space
    • Controls: Keyboard and Mouse
    • Leopard is not supported
    • OS: Snow Leopard 10.6.8, or later.
    • Processor: Intel Core i Series Processor
    • Memory: 4 GB RAM
    • Graphics: ATI HD 3870 / Nvidia 8800GT or better with at least 512 MB VRAM
    • Hard Drive: 4GB minimum hard drive space
    • Controls: Game Pad (optional)
    • Leopard is not supported
Helpful customer reviews
36 of 39 people (92%) found this review helpful
3 people found this review funny
33.2 hrs on record
Posted: June 14
Psychonauts is like a book with a weird cover. It's a game worth getting into though, even if your eyes might not agree with the art design. Once I got past my nitpicking, I finally gave it the shot it so very deserved. Psychonauts is a 3D platformer meets an adventure game and honestly, I had no idea about the former. As with all platformers, you'll die plenty from falling, which is partly due to a fixed camera and partly cos you suck. Then there are a couple of areas that just aren't very forgiving, but it's nothing you can't overcome. I'd say the difficulty level is just right for this sort of game, apart from the initally daunting and almost sadistic Meat Circus.

It's funny, charming and fun to explore. Finding collectibles is made enjoyable, but you'll have to look out for a Point of No Return, otherwise you won't get 100%. The music from Milla's Dance Party is still in my head, a level that reminded me of the club mission in DmC Devil May Cry. I doubt Ninja Theory were influenced by Psychonauts, these games being such opposites, nevertheless I found it amusing.

First Double Fine/Tim Schafer game now under my belt and I'll be checking out more from them. If it weren't for the massive development budgets we have right now, we'd see more cool games like these. Games like No One Lives Forever 3, which I'm still rooting for.
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20 of 23 people (87%) found this review helpful
17.6 hrs on record
Posted: June 2
Psychonauts is a 3D action-platformer game originally released on Xbox and Windows in 2005. This game is probably one of the most creative and artful games ever made. In this game, you are a character named Razputin and you need to travel through people's brains in order to solve their problems and whatnot. Each brain (world) is completely different and can be pretty weird. A world takes 30 minutes to 1 hour to complete most of the time, more if you're wasting your time somewhere or trying to solve a puzzle (yes, there are a few puzzles, but they aren't very difficult and give you hints all the time). The game itself isn't super long, you can finish it within 20 hours, probably around 5 if you're replaying the game (it took me 17 hours). You also get upgrades in your journey which let you use special powers (levitation, shooting fire, etc.)

This game is gold. It has great writing and some bizarre humour, excellent voice acting, beautiful environments, good character design, and an awesome soundtrack. On the negative side, the camera can get annoying sometimes and the story continuity kinda drops near the end of the game. Other than that, it's a game that you should definitely try (you can also get in on Xbox Live or the new Mac version) and that is worth every penny. I honestly wish this game got a sequel though. Awesome game, totally recommend to absolutely anyone.
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14 of 15 people (93%) found this review helpful
32.0 hrs on record
Posted: June 20
First off I'm gonna tell you one thing, buy this game, and then I'll explain why you should. This game is absolutely fantastic. It's fun, it's got a great story, great characters, and hilarious (if not somewhat cheesy) dialogue.

The story is quite interesting, but it's actually really enhanced by the characters. Double Fine did an excellent job of giving every single character (yes even the minor ones) a sense of actual human personality. A 10 year old boy who's running away from the circus to become a psychic agent, a sarcastic girl with the ability to talk to plants and takes no BS from anyone, a timid, socially awkward boy who was told to go to the camp because he kept blowing up people's heads with his mind, and a plethora more of quirky characters really make the game world and gameplay twice as fun and hilarious.

However, another thing that Double Fine did that really gave the game some depth is the subtly. If you pay close attention to each character and their dialogue, memory vaults, and figments, you can find out some surprisingly....dark things about them. Even the main character, Razputin, mentions some pretty awful things that happened to him and his family as a child. But these little things add even more character to them, it makes them feel like they could be actual people because who hasn't had bad experiences or trauma in their lives? For a lot of the young campers, how they hint at these really tragic events is very child-like of them, like how an actual kid who can't quite comprehend those kinds of things would describe or talk about them.

(You can see that I love the characters in this game right?)

Moving on, the combat system is a boatload of fun, with cool abilities that are decently balanced with the gameplay. You can levitate and shoot psychic blasts of energy at your enemies, light almost every living thing on fire, and a bunch more cool things that are required to progress through different levels of the game. Speaking of the game levels, they're coloful and vary from each person's mind you enter, with different bosses and NPCs as well as the variety of different objects and missions that really tell you about the personality of the person's mentality.

However, there does tend to be a bit of vagueness in certain levels where I'd get stuck because there was no clear objective or direction to what I was trying to do. At times it was more frustrating than other levels and if you've ever heard of the infamous last level of this game, the difficulty curve just spikes suddenly with how ridiculously hard and unforgiving it can be (and this version on Steam is the easier version of it!). But nonetheless, it kept me playing the game in a raging "I'm going to beat this ♥♥♥♥♥♥♥ level so help me" kind of way.

I will say if you're a person who goes for 100% completion or achievements, good luck to you. There's hundreds of these things in the game called figments (like figments of one's imagination) and in some levels they're placed in ridiculously hard to find places. I'm not a person who really cares for those things as much so it never bothered me, but I can definately see how it would irritate some people who either really hate collecting.

But aside from those little nitpicks and some level frustrations, I absolutely adore this game (and am currently restarting it) and would reccommend it to as many people as possible so Double Fine can come out with a sequel for it already!
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13 of 18 people (72%) found this review helpful
1 person found this review funny
2.7 hrs on record
Posted: June 25
Psychonauts doesn't reinvent the platformer, but it still delivers an experience that feels wholly original in every aspect of its execution.

Psychonauts is a quirky, offbeat game set in a special summer camp for clairvoyant kids, in which a group of psychic children end up in a wacky adventure filled with brain-stealing hijinks, psychic secret agents, and a little romance on top of everything else. It's rooted in the sorts of 3D platforming sensibilities we've all come to know over the years. But there's a SPIN to the game--its psychic theme--which adds some cool puzzle-solving to the usual platform-jumping and swinging associated with the genre. Psychonauts also bears the unmistakable mark of designer Tim Schafer (known for classic adventure games Grim Fandango, Full Throttle, and Day of the Tentacle), thanks to a hilarious array of peculiar characters and a story that never fails to entertain. Psychonauts doesn't reinvent the platformer, but it still delivers an experience that feels wholly original in every aspect of its execution.

It took four years and two publishers, but Psychonauts is finally here, and no worse for the wear, it seems.
The heart and soul of Psychonauts is Razputin--or, Raz, for short--a big-headed, goggle-sporting psychic prodigy who sneaks his way into a mysterious summer camp that happens to be a training ground for the titular psychonauts, a group of psychic secret agents. Raz, it seems, has run away from his home in the circus and wants to become a psychonaut himself. Grudgingly, the counselors of the camp accept Raz into the group (albeit only for a day, until his father can come get him and take him home). However, it doesn't take long for strange things to start happening around camp. Raz, as well as other children, find that they're suffering from similar nightmares. Strange psychic interference seems to be POPPING UP all over the place, and not long after that, the brains of the other campers start disappearing, leaving the campers as soulless, TV-obsessed husks. As the hero of the story, Raz is on a mission to solve these various mysteries and uncover the crazy conspiracy behind it all.

The basic plot itself reads like typical platformer fodder, but there's a lot more to Psychonauts' story than can be summed up in a single paragraph. This is largely due to the game's bizarre cast of characters, of which there are many. Raz himself is a highly likable hero; he's cute, heroic, funny, and also a little awkward at times. He fits the bill of the overenthusiastic yet not-quite-ready hero to the letter and it's hard not to feel sympathetic to his plight. But beyond Raz, there's a great supporting cast, with roughly two dozen other characters who play parts both large and small in the story. The counselors consist of Coach Oleander, an overly aggressive drill sergeant; Milla Vodello, a somewhat ditzy and party-happy go-go girl; Agent Nein, a pale-skinned, sweater-sporting scientist of indeterminate Eastern European origin; and Ford Cruller, a mysterious old man who seems to exist in about eight different places at once. These counselors join the crazy array of campers, as well as other strange people and creatures you'll encounter, to drive the storyline, and thanks to the game's excellent design, you'll have no shortage of opportunities to get ATTACHED to them.

Initially, Psychonauts feels like a very open-ended game, especially because upon your first venture into the camp area, you'll find yourself able to just wander around, chatting it up with other campers or even just listening in on their completely INSANE conversations. The camp and its many areas make up a hub world, where you can access lots of different things, including a camp store, where you can buy helpful items, an underground tram that cuts down on backtracking, and all sorts of little hidden areas that yield bonus items. However, the biggest boon for the camp world is all the little bouts of dialogue you can discover. Depending on what stage of the game you're at, the conversations change up quite a bit, meaning you're not often going to hear a lot of repeats. This is great, especially because there's just so much of the dialogue. In some instances, you can literally just stand next to a pair of characters while they converse for about five minutes or longer and never hear the same line twice. And it's almost always really funny stuff.

However, the most interesting aspects of Psychonauts' characters don't come from their real-world conversations, but rather from their internal monologue. As Psychonauts revolves around a bunch of psychics, the bulk of your time will be spent traversing the perils of people's minds. This is where Psychonauts truly shines. You'll be able to enter the minds of more than a dozen different characters in the game, and each mind serves as one of its main levels. Each level is completely unique. For instance, when you enter the head of Coach Oleander, you'll find a war-torn landscape filled with constant explosions, plants made out of ammunition, and, for reasons not immediately apparent, lots and lots of meat. In another example, you enter the mind of a crazed security guard named Boyd Cooper, who is utterly obsessed with nonsensical conspiracies and someone called "The Milkman." His mental landscape looks like a 1950s-era suburban neighborhood that's been picked up by a pair of hands, twisted into a topsy-turvy fun house, and occupied exclusively by shadowy agents in TRENCH COATS who try to convince you that they're just simple street workers, or hedge trimmers, or grieving widows, despite their obviously ulterior motives. It's all totally weird, but also undeniably unique.

No two minds are exactly alike in Psychonauts, both aesthetically and in terms of gameplay. Granted, you will be spending at least some of YOUR time in each level engaging in the usual platforming shenanigans, like jumping and double-jumping over platforms, swinging from poles, walking tightropes, and so on. When the game is in full-on platformer mode, it plays very well. The controls are tight, the camera is rarely ever a problem, and it's generally pretty easy to get Raz around without screwing up, at least on the Xbox. The PC version controls well enough too, provided of course you have a good USB controller, as the keyboard and mouse controls just don't feel right for this type of game (and even with a USB controller, camera control can be a bit of a pain). If there's any one criticism to be mounted here across both platforms, it's that the game is rarely ever that difficult, save for a few specific parts that are actually quite tough. You can't call the game a total breeze, either, but most experienced players shouldn't have any problems mastering the basic play mechanics pretty quickly.

The inside of a person's mind can be a pretty crazy place.
Even though the game isn't particularly hard, at least it's not repetitive. The goals and challenges of each level are totally exclusive. In one level, you'll find yourself playing a bizarre board game against a mental projection of Napoleon Bonaparte. You'll shrink down to "fun size" to recruit new pieces to YOUR cause, and then you'll return to your normal size so that you can move them around. In another level, you're fighting neon-tinted luchadores and a big, hulking bull in what looks like a velvet painting of a congested Spanish city. It's with this kind of variety that Psychonauts manages to achieve its high level of quality.

It also helps that the game has more to it than just a lot of jumping around. There are puzzles to be solved in Psychonauts, as well as battles to be fought, and both require use of Raz's list of crazy psychic powers. You start out only with a basic melee attack at your disposal, but as you play and collect items scattered about both the real world and mental worlds, you'll be able to upgrade Raz's rank and earn new powers, like telekinesis. 84/100
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6 of 6 people (100%) found this review helpful
21.6 hrs on record
Posted: August 13
A superb underappreciated game with some of the most creative levels, writing and design I've seen in a game. It falls a little bit short when it comes to the gameplay aspects of it (e.g. clunky platforming), but it doesn't ruin the experience in the slightest. The musical score of the game also deserves a special honorable mention.

It is absolutely worth its' price in my opinion.
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