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Psychonauts (PC/XB/PS2, 2005)

Psychonauts (PC/XB/PS2, 2005)

Subgenre: 3D Action Platformer w/ Action Adventure elements (basic level up/rank system, show items to NPCs for more info about them or related quests), One TBS hybrid level


Perspective: TP View


Movement Mechanics: Glide jump using levitation ball in mid-air, Move up slopes+move faster and jump farther when standing on the levitation ball


Other: Fairly large hub area w/ hidden items and a shop, Optional collectathon element

  • Revisit levels to search for missed items and to remove cobweb which can be traded in for Psi cards (combined with another item lets you increase your level/rank and learn new psi abilities), Backtracking might only be obligatory within the hub area and within some levels when completing them for the first time

  • One entry point per level (can exit them from anywhere (?) by using a smelling salts or bacon item)

  • ​​Mostly linear structure besides the tower sub area where you can do either black velvetopia or waterloo world first (you open up most of the hub area by getting the levitation ball)

  • Non-intrusive helper sidekick (Cruller's telepathy link - gives puzzle/quest/combat hints) - can also teleport you out of and back into levels which lets you add new abilities almost on the fly

  • Upgradeable spells/psi abilities (some for traversal/exploration: invisibility, telekinesis for grabbing certain objects, pyrokinesis can burn some doors)

  • Mind reading theme (each level is a representation of a character's personality or psychological state) - a "mental world" connects all characters' minds besides the hub area

  • Save anywhere (loads you at the previous checkpoint though), 5 save slots per game (shows time and location)

  • No mini-map and no level maps, Can't zoom out the hub area map

  • Underground fast travel system in the hub world (Zelda 1), Cruller can also teleport you out of and back into levels which lets you add new abilities almost on the fly

  • Item magnet item (mental magnet)

  • Some sequence breaking possibilities (super long forward jump trick, flight via an oversight/glitch, Edgar and Fred before Gloria)


Playthrough - Video Review - Mini Review



Influenced by: Probably 3D Mario series, Banjo 1-2, possibly Beyond Good & Evil, Spyro 2, Rocket: Robot on Wheels, Lucasarts P&C Adventure games, Gothic or System Shock 2 (telekinesis)


Influenced: Stick it to the Man!, possibly Anodyne 2, Omori, Control

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