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My Thoughts On: Psychonauts 1 & 2 [PC Version]

What’s going on in their mind?

The first Psychonauts released quite a while ago – 2005, to be precise. When I heard of it, I was actually searching for games that had something to do with dreams. Although Psychonauts isn’t based on any such theme, it does involve infiltrating minds and, in some cases, even influencing them. In that sense, much of its story takes place in an imaginary, astral plane; much the same way as dreams. Although, at the time, Psychonauts wasn’t exactly what I was looking for, I was still intrigued by its premise.

Hopping inside people’s minds sounded exciting. On numerous occasions, we have met someone who seemed interesting or annoying or maybe even both, and wondered what goes on in their mind. What causes them to act the way they do, think the way they do, what’s the machinery like that is churning out all those witty/annoying things they are saying? Psychonauts offers just that, with each mind constructed as uniquely as the personality of its owner.

A ‘Mind’ Game

We start with a kid named Raz, short for Razputin, as he is caught eavesdropping on the induction speech of Whispering Rock Summer Camp, which aims at training psychic kids. It is here that the instructors at the camp recognize Raz’s talent and enrol him at the camp, where he learns various psychic abilities and, in the process, saves the camp and its students from the nefarious schemes of an evil villain.

On paper this might read like an ordinary story, but as I said, the single most exciting thing about it is going into people’s minds and actually be a part of what goes on in their heads! And since we are getting up close and personal with the brain itself, every related phrase in the English language finds a personification here. There are mental cobwebs to be cleared, figments of imagination to be collected, emotional baggage to be tagged (yes, literally “tagged” so they don’t bother the mind anymore), half-a-minds to be re-joined, nuggets of wisdom, memories sealed away in vaults, and many more. Though the humour is appreciated, sometimes collecting all of this does get overwhelming. Some of the bigger levels can have as many as 200 figments of imagination!

Filtering mockery out of humour

What’s even more worthy of attention is how each mind is modelled and fit as levels into the game. So, how it happens is Raz encounters these characters and each one has some mental issue going on. Raz enters their mind, manipulates it from the inside, sorts their issue and the story progresses. These issues, which range from ones that are heard more commonly like anxiety, depression, self-doubt and egoism to more serious ones like Schizophrenia and Multiple Personality Disorder, are represented in a light-hearted manner devoid of any mockery or fun-poking. Having been able to separate humor and mockery while portraying something so serious as mental illness is a commendable achievement. When you see these mental levels in the game, how they are designed, and what Raz does to unravel the psyche to cure these issues of the mind, you smile and not laugh. These two words, I think, quite appropriately portray the fine line that the designers must have walked while designing the levels, and having finished the game I can say that they did with aplomb. Kudos!

Definition of Crying

Apart from the level design, the attentive mind would find lots of amusing stuff in the sound and voice department as well. Both the games are brimming with witty quotes, one liners and puns. One of my favorites from the series is: “My eyes are so full they are gonna vomit. Is that what crying is?” The music, especially that of the second entry, fits the atmosphere of the mental levels well and stands out in some of them, like the Grulovia anthem and the hypnotic background music of the PSI King level. This level, formally known as ‘Feast of the Senses’ in the game, is distinctly memorable because it is heavily psychedelic, full of bright colours and is inspired from music festivals where everyone is “lost in their own world”, if you catch my drift, and this level is that world. It makes you feel as if you’re tripping, and if you’re actually tripping, this is the one level you should play. That quote about vomiting eyes is also from this level.


Another noteworthy level is the mind of Fred Bonaparte from the first game. At the risk of spoiling it a little, Fred is playing a board game in his mind with his ancestor, Napoleon, and it is up to Raz to ensure that Fred wins. Raz actually enters the board and interacts with its inhabitants to influence the outcome in favour of Fred. This particular level really taps into this notion that we had as children: ‘Even miniature worlds, like a board game, are alive and full of activity if we think of them that way’. At least I used to think so, and perhaps that’s why this level is so memorable for me.

Just the right distance from reality

I don’t find much to comment on the story, since it’s one of those where everything goes. You have psychics in the forefront, and the extent of their powers is as limitless as imagination itself, which the designers of Psychonauts have no dearth of. I could see imagination and creativity oozing out of every little crevice in the game. Quite a few creative liberties have been taken, with great effect, might I add, in modelling what the characters are able to do as well as how they look. I mention this latter part especially because the aesthetics of the game play a substantial role in carrying it far enough from reality that it doesn’t feel too serious, but close enough that it stays relatable.

Everything is made to look quirky and cartoony. Now, it would be understandable if this was being said only about the mental levels, but even the real world is modelled the same way, which further amplifies the weirdness of the mental levels. This is another reason why the portrayal of mental illnesses does not feel offensive in any way – it just feels like a cartoon. Think about it – we have watched Tom get paranoid and obsessive about catching Jerry to the point of insanity, we have watched them getting depressed and tired of life, waiting on a railway track for a train to run them over; have we ever been offended?

A Bigger Playground

Moving on to the gameplay, it feels like a mix of platformer and adventure, with occasional puzzles thrown in. There are some action elements as well in the form of enemies like ‘Censors’ (who expel thoughts that don’t belong) and ‘Guilt’ (who weighs you down), but beating them isn’t really that hard. Even the boss battles are easy if you have the right psychic abilities. Where the game makes you think are the puzzles, especially in the first game. I even had to refer to walkthroughs in a couple of places because the game won’t let me advance. Although there are a few challenging stages in Psychonauts 2 as well, personally I never got stuck anywhere.

When I moved to Psychonauts 2 after finishing the first one, and was marvelling at the gap of 16 years between the two games, I found that there was also a VR game released somewhere between called ‘Rhombus of Ruin’. Now I hadn’t played it and so there was a bit of a disconnect in the story between Psychonauts 1 and 2 for me. The events in ‘Rhombus of Ruin’ have some consequences in the second game and I think I could have enjoyed it better had I played the VR entry. Other than that, though, Psychonauts 2 provides a much bigger playground to enjoy, and also introduces side quests and a few new psychic powers.

While we had only the Summer Camp grounds to run around in the free play mode in the first game, Psychonauts 2 gives us the Psychonauts headquarters, the Quarry and the Questionable Area (which is literally full of questions) to roam and explore, and there are tons and tons of collectibles in these locations which are significantly bigger than the first game. These collectibles help Raz upgrade his abilities, increase his cadet rank and buy new psychic stuff.

 


As cartoony and removed from reality as Psychonauts may seem, it doesn’t fail to portray whatever real world concepts it touches upon. There are not many games in which you get to peek inside the minds of other characters. Not only peek, you can interact with and experience the world inside their heads, talk to the characters that have found a home in their brains and make changes to their psyche that can have a lasting impact on their actual persona! What better way than this for character development, right? Kind of made me wonder how my mind must look like on the inside…

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