The bottom line
Psychonauts is special because each level is built from a character's mind, so what a level looks like and what you do in it reveal who that character is. This lets players understand and empathise with troubled people by playing, which a cutscene or dialogue tree can't do as well.
Key takeaways
- Psychonauts puts a collect-a-thon platformer inside people's minds. 0:57
- Tim Schafer wanted a peyote vision quest inside Ben's mind in Full Throttle, but LucasArts cut it, and the idea returned a decade later.
- Where Banjo Kazooie had fairly random world themes, each Psychonauts level is set in one person's head.
- Each level's look shows the character's personality and hidden pain. 0:35
- Coach Oleander's mind is a battlefield, Milla's is a party, and Sasha Nein's is an orderly monochrome cube.
- Hidden vaults expose what lies underneath, such as Oleander never having made it into the army.
- What you do in a level mirrors the character's state of mind. 3:15
- In The Milkman Conspiracy, you wear disguises and use clairvoyance to see how others see you, which echoes Boyd's paranoia.
- In Gloria's Theater, a switch flips the mood between happy and sad, which echoes her bipolar disorder.
- Collectibles, especially the mental vaults, turn the levels into puzzles to interpret. 4:36
- Edgar Teglee's vault shows his girlfriend was taken by a football player, which explains the four wrestlers and the buried high school.
- You end up doing archeology and psychotherapy and English lit while punching a giant fish.
- The game treats its troubled characters with empathy, though its portrayal has limits. 6:35
- It risks oversimplifying mental illness with stereotypes and easy cures.
- It is genuinely funny, yet the asylum patients are rarely the punchline.
It uses level design in such a way that what the level looks like, and what you end up doing in that level, says so much about the character in question.
Game Maker's Toolkit
Chapter summaries
0:00 A cult classic from adventure game veterans
Psychonauts is a well-loved game that few people bought, made by a studio of LucasArts alumni.
- Psychonauts is a cult classic that sold poorly. 0:05
- It came out in 2005 as the first game from Double Fine Productions.
- Tim Schafer formed the studio with a few friends from LucasArts.
- Schafer's earlier work was point and click adventures: Grim Fandango, Day of the Tentacle and Full Throttle.
- Many viewers have never played it and don't know why it is held in such high regard.
- Raz can enter other people's minds, and the game plays as a platformer. 1:04
- Raz is a circus runaway who bounces around in people's subconscious.
- It still has some item puzzles, so it keeps a little of the adventure game DNA.
1:29 Minds as worlds, from tutorials to the asylum
| Coach Oleander | Milla Vordello | Sasha Nein | |
|---|---|---|---|
| Seems | Grizzled war veteran | Lively extravert | Stoic Psychonaut |
| Mind's surface | Constant battlefield | Non-stop party | Orderly monochrome cube |
| Hidden beneath | Never made it into the army | Nightmares locked in a secret room | Troubled past bursts out as vignettes |
| Power taught | Jump | Levitate | Shoot |
The first minds teach the moves, and the minds in the asylum are where the game gets really good.
- Under each tidy surface sit repressed memories and emotional baggage. 1:51
- Milla keeps her nightmares locked away in a secret room.
- Sasha's tightly packed mind explodes into vignettes from his troubled past.
- Sasha shouts: Raz, what have you done? This is not control, this is chaos!
- The reveals are hidden, so you have to dig to find them.
- The three camp minds are only tutorials. 2:16
- They teach you to jump, shoot and levitate.
- Once you cross the lake to the mental asylum, the minds are unmoored from reality.
- This is the point where the game starts getting really good.
2:33 The Milkman Conspiracy and Black Velvetopia
The most disturbed minds get the best levels, because their design and play both express the disturbance.
- Boyd's level bends space and fills it with watchers. 2:37
- His cozy suburb is skewed, tied in knots and folded over itself.
- Cameras, prying eyes and agents in trench coats pose as housewives, plumbers and grieving widows.
- An agent in widow's disguise says: The dead people are underground, and I have brought flowers because... I am sad.
- Boyd warns: Be careful! They're watching. All... the... time.
- Free-roaming nightmares and missing censors show how far his mind has gone. 3:30
- Milla's nightmares are locked away, but Boyd's roam free and give you a scrappy boss fight.
- Other stages have censors that block unhealthy thoughts, and Boyd's level has none.
- Boyd is a gibbering mess in the real world, yet playing his level shows how he truly feels.
- Black Velvetopia turns Edgar's rage into a bull. 4:15
- The bull charges down narrow streets.
- If it hits Raz, he is pushed back earlier in the level.
- The setback may reflect Edgar's unending battle with this part of his psyche.
- The level has loads of collectibles, probably too many.
4:43 Vaults and mechanics in two more minds
Edgar's and Gloria's levels turn backstory into scenery and into things Raz does.
- Edgar Teglee's level is built from the memory in his vault. 4:57
- Heartbroken, Teglee loses his next wrestling match.
- Raz uses paintings as doorways and magic props.
- The four wrestlers stand for his bitter team mates.
- Bits of a high school lie buried in the sewers, deep beneath a black velvet city.
- Gloria's Theater stages her troubled upbringing as a play. 5:37
- Gloria is a fallen actress with severe mood swings.
- Her mood switch makes enemies appear on the stage.
- The play includes the line She doesn't have time for an ugly little girl like you.
- Raz needs both sides of her personality to reach the rafters and beat her inner critic.
6:29 Level design as storytelling
Showing a character through play makes players think about what each element means, and the same approach works well beyond Psychonauts.
- Each asylum level ends with fixing the character's disorder so Raz can bypass it. 6:29
- Psychonauts is a genuinely funny game, and its patients are rarely the punchline.
- Players have to work out what each element represents and link it to the clues they find.
- This works better than a cutscene or a dialogue tree.
- The cure is a game goal, not a medical one.
- Other games tell character through level design too. 7:39
- BioShock portrays Sander Cohen through his level and its tasks, photography and dance.
- That portrait of mental illness is much less successful.
- Many games use environmental storytelling and mechanics that double as metaphors.
- Psychonauts earns its cult status by teaching its characters through play. 8:09
- It may not be the greatest platformer or puzzle game.
- Understanding the troubled cast simply by playing is the main reason it deserves its status.
- The weaving of level design and characterisation is what sets it apart.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how Psychonauts uses level design to express each character's personality, so that what a level looks like and what you do in it tells the story. The Milkman Conspiracy, where a paranoid mind becomes a twisted suburb of spies and perception-based play, is the example that makes it worth watching.
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