
Ra-Ra-Razputin
I never went to summer camp as a kid. Closet thing I had growing up was a thing called P.I.T.S., Parks in the Summertime, where kids from the town would go to the park on Thursdays and a group of volunteers would have games and activities for them to do. Even this I didn’t attend very often, always being a more indoor, bookish kid. So I’m glad I got to experience summer camp vicariously through Psychonauts. Released upon the world in 2005 from the brain of Tim Schafer, the game received critical acclaim, but disappointing sales led it to be one of the most famous cult classics in video games.
Whispering Rock in the game is no ordinary summer camp. It’s actually a camp for psychic children—a place that trains and nurtures the psychic abilities in the campers and a place the main character, Razputin, dreams about attending. He is so determined that he runs away from his acrobatic, circus-performing family to sneak into the camp. The counselors at Whispering Rock inform Raz he only has one day at the camp until his father comes to pick him up. So Raz decides to get as much psychic training as he can in that single day. Along the way he will meet new friends, make new bullies, and unravel an evil plot to steal children’s brains in the works.
Psychonauts’ art direction is a great balance of ugly yet charming. It takes inspiration from movies like A Nightmare Before Christmas with its darker color palette and grotesque character models—all unnaturally, sickly skin tones, uneven teeth, and lopsided, bulging eyes. Usually I’m not a fan of this type of character design, but there’s something about Psychonauts that makes it work. Possibly due to how charming and well-written the characters themselves are and possibly just due to how well the humor is done in the game. I laughed a lot while playing Psychonauts. The strong character designs also lead to strong level themes since the levels in the game take place inside different characters’ minds.
Much like the characters in the game, levels vary wildly in Psychonauts in terms of art style, mechanics, skills used, and puzzles to solve. The game is constantly changing things up with each and every level and the art style chosen for each one perfectly represents the personality whose mind you are exploring. Levels range from more combat focus in Sasha’s Shooting Gallery, which has a sort of 50’s retro style, to pure platforming challenges like the 60’s inspired dance party of Milla’s mind. A lot of levels are more based on solving puzzles than platforming or combat. Gloria’s Theater has the player finding the right play scene and mood to put on in order to gain access to the cat walks and Waterloo World has Raz shrink down in order to act as a piece in a board game. These more puzzle focused levels were my favorite in the game because when the game demanded quick or precise platforming, it started to show cracks.
Razputin comes from a family of acrobats and inherently has a moveset for fun platforming. He can walk and bounce on tight ropes, swing around and leap off poles and trapeze swings, and can grind down railings. For the most part, the controls work fine, but there is a clunkiness to them that’s a little hard to explain. There is a sort of lag that needs to be accounted for when trying to string moves together. This makes simple things like jumping off poles or railings touchy since it’s a crapshoot whether or not the double jump will work. As Raz does more psychic training, he learns how to enhance his physical abilities with his psychic powers. He can use his mind to double jump, levitate and move faster, and let himself float slowly to the ground when falling. These abilities help with some of the trickier platforming and the camera in the game, which also feels like it’s fighting the player, but the weird lag is still present when trying to combo these moves together. It’s only a real problem in certain parts of the game where platforming challenges get tricky. Levels like Black Velvetopia and The Meat Circus are terrible for these moments, but pretty much every level seemed to have a section that took me much longer than it should due to the controls. It was frustrating, but not so much that I ever wanted to quit the game. However, the controls were the major reason why I decided early on in the game not to 100% complete it.
Every level has many collectibles to grab. Figments are the stand-ins for the common collectible like Mario’s coins or Sonic’s rings, there is emotional baggage that need a corresponding tag to open, and repressed memories to be discovered that are represented by locked safes. Collecting these items help Raz level up in camp rank, rewarding the player with new skills and upgrades to existing skills, concept art, and back story on the character whose mind you are playing around in. But figments are just too faint and hard to see since they are paper thin and transparent to spot easily in the busy levels of the game. A lot of baggage and safes are hiding in plain sight along the main path, but some are tucked away in sections that require precise platforming to find. While it’s a nice thought that you are helping someone clear out their emotional baggage, it would have been great to see that reflected in the character themselves once you leave the level. There is a theme of helping people through their trauma or mental blocks in the game’s story, so I feel having characters improve the more baggage you clear out in their mind would be a great tie between story and gameplay.
The story in Psychonauts is very enjoyable, even if it suffers from some weird pacing issues. The game feels very episodic with how characters, themes, and mechanics are picked up for a single level and then nearly forgotten for the rest of the game. By the halfway point of the game, all the children at camp have had their brains stolen and turned into drooling mindless zombies that only moan out to watch TV. Even Milla and Sasha, the two teachers who have been helping Raz train, disappear at this point, only to return for the conclusion of the game. I use this term to describe a colorful art style a lot, but Psychonauts’ story feels very much like a Saturday morning cartoon: episodic, character’s coming and going in each episode and hardly having a bearing on the overall plot, and setting changing up as needed with every adventure. This isn’t a bad thing though, it works extremely well for the story being told, but it did make me wish we could spend more time with the characters I liked like Dogen, Milla, and Lili.
While the clunky controls made playing Psychonauts more frustrating than it had to be in the moment as I was playing, I still ended the game extremely positive on it. There is so much creativity and clever design in the game not to like it. From the juxtaposition of the mundane setting of the summer camp and the fantastic world of psychics and people’s individual mindscapes to the varied mechanics and puzzles in the level, Psychonauts is too unique not to try out. It’s not the best 3D platformer I’ve ever played, but it has some of the most interesting levels and charming, fleshed out characters of any. The game can be picked up for pretty cheap now on most modern consoles, so check it out.












