Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

Psychonaut

field manual reddit

ShopUpgrade to CoreGet CoreJoinLog InDeviationUpload your creations for people to see, favourite, and share.We got your back.

Learn moreStatus UpdateTell the community what’s on your mind. JournalShare your thoughts, experiences, and stories behind the art.LiteratureUpload stories, poems, character descriptions & more. CommissionSell custom creations to people who love your style.PollFind out what other deviants think - about anything at all.SubscriptionFund your
creativity by creating subscription tiers.DreamUpTurn your dreams into realityGenerate your own AI work. Scan this QR code to download the app now Or check it out in the app stores Scan this QR code to download the app now Or check it out in the app stores Scan this QR code to download the app now Or check it out in the app stores The gaming
space has changed a lot in the 16 years since the first Psychonauts released. Thankfully, accessibility features are a much bigger focus for development teams than they were back in the day. Psychonauts 2 developer, Double Fine, has made a strong stance in support of accessibility features, proposing that, “‘all people should be able to enjoy games’.
Now that the game is finally here, we’re able to see just how extensive the game’s accessibility features actually are. Here’s a rundown of the menu systems and how each setting works. Credit: Double Fine Productions Assist Features – Boot Menu From the moment you first load up Psychonauts 2, you’re greeted with an Assist Features screen.
While it’s great that this appears first, it’s disappointing that there is no menu text-to-speech reader. This makes it difficult for those who are visually impaired to read what is on screen. Luckily, there are options to improve the font legibility in menus. Enabling this will change the scribbled, handwritten font for a computerised one. You’ll also find
options to toggle subtitles and a larger subtitle font in the same menu. Below that is localized navigation signs. This menu appears for the first time when you boot up the game, but you can find these settings again in the Assist Features settings menu. Credit: Double Fine Productions Gameplay Returning to the Assist Features menu, you’ll find a
subheading labelled gameplay. This is where you can toggle options that will smooth out the gameplay experience. The first option disables fall damage.

Fall damage isn’t a huge worry in Psychonauts 2, mostly because the Levitation ability can break your fall each time. However, those with motor skill impairments may appreciate being able to disable fall damage altogether. In a similar vein, you can toggle an Invincibility mode. This will negate all damage taken so that the protagonist, Raz, can never
die. It’s still possible to fall off of platforms, but he won’t take damage upon respawning. This can be especially useful as the combat of Psychonauts 2 is rather clunky, especially when using the powers on offer. If going Invincible is a step too far for you, there’s also an option to enable ‘Narrative Combat’.
This will reduce the health of enemies significantly and increase the amount of damage that you deal.
It makes the combat a cake walk which is perfect for those that just want to experience what the story has to offer. Enabling any of these gameplay options has no bearing on the Achievements or Trophies. You can still platinum this game even if you enable all of the assist features. Credit: Double Fine Productions User Interface Below the gameplay
section are the user interface settings. Most of these are shared with the boot menu, however there’s the addition of a camera shake intensity slider and a colour blind option. The camera shake intensity can be selected on a scale of 0 to 100. Turning this to zero will make the camera much more steady during action sequences, which can be helpful
for those that are visually impaired or suffer from motion sickness. The colour blind setting has several options to cater to the different variations of colour blindness. Changing this option will alter much of the important UI elements but won’t change the colour hues of the actual world. Credit: Double Fine Productions Controls Under the controls,
there’s your usual affair of settings plus a few game specific options.

Camera sensitivity, vertical and horizontal invert toggles are all here. In addition, you can also enable a Camera Assist function that turns the camera when Raz turns left or right. There’s an option to use a triple jump as a glide function. A double jump exists in the game, but to glide afterwards means equipping the Levitation power and holding one of
the trigger or bumper buttons. This option will let you glide after pressing the jump button three times in a row. Similarly, you can toggle an option that sees Raz pull out his levitation ball when exiting his glide state. This is incredibly useful as it can be a fiddly combination to pull this trick off naturally. You can change the lock-on mechanic to be
either a press or a toggle function. You can also change through several different display types for the power select radial menu. There are a number of different control layouts available in Psychonauts 2. Sadly, it’s not possible to rebind each button on the controller manually. However, this functionality is available on Xbox consoles natively. Full key
rebinding is possible on PC if you’re using a mouse and keyboard. Graphics and Audio Under the graphics menu, you’ll find a couple of settings that can improve visibility. Motion blur can be turned on or off to create a clearer image. The brightness can also be changed here to make dark areas of the scene much more visible.

When changing these options mid-game, the background fades away so that you can see the changes taking effect immediately, which is helpful. Finally, all of the game’s audio channels are separated out. There’s a master volume slider with music, SFX, voice, and ambient sounds all customisable individually. You can also toggle subtitles on or off
from this screen, too. Credit: Double Fine Productions Content warning Psychonauts 2 deals with some pretty heavy topics throughout its narrative. To properly warn players of these topics, there’s a mental health advisory that appears upon starting the game. It warns that the game depicts addiction, PTSD, panic attacks, anxiety, and delusions in an
artistic manner. There’s also a warning that some scenes could affect those with a dental phobia. From what I’ve played, I’d say that this content warning is accurate with the game never delving into unspecified topics. These topics are explored in a light-hearted fashion, but does deal with much of its content in a respectful manner. Overall, Double
Fine has done a reasonable job with making Psychonauts 2 accessible for all players. There are some areas where the game is still lacking – notably in ensuring that visually impaired players can navigate menus properly and identify collectibles. It would be nice to see a text-to-speech function added to the game, alongside a high contrast mode to
make world navigation and collectible finding more accessible. What are your thoughts on Psychonauts 2’s accessibility features? Let us know across our social channels. Shop With GameByte! Don’t forget you can find great games and more on the GameByte Shop! Our store is stocked up with the latest games, merch and accessories. We might even
have a new-gen console or two! Sign up to our newsletter to be notified of our console drops, deals and more. Please note the GameByte Shop is available for UK customers only. Featured Image Credit: Double Fine Productions Want more?
Advanced embedding details, examples, and help! Scan this QR code to download the app now Or check it out in the app stores By Angie Harvey, AniofAstora, LightEcoJak, +10 moreupdated Sep 20, 2021This page is part of IGN's Psychonauts 2 Wiki guide and details a complete list of all optional side missions that are available to complete in-game.
Whether it's finding all Scavenger Hunt items, obtaining the Rare Fungus for Lilli, or helping Dion set up the Aquatodome, we have you covered in our complete side mission walkthrough guides below. advertisementNeed help completing a particular optional side mission? Click the links below to jump to each of our Psychonauts 2 walkthrough
pages... Was this guide helpful? The Psychonaut Field Manual, attached in whole below, is a comic book guide to chaos magick created by Bluefluke. It’s an incredible, concise piece of work, demonstrating how to use altered states of consciousness and flexible belief to achieve a greater experience of reality. Magick is one of the oldest pursuits of
humanity. It was practiced in caves by tribal shamans, in early religions, and in secret by those who were persecuted by authorities from more organized religions. It was practiced in covens and in secret societies. In fact, keeping it secret has been one of the primary concerns of those who studied it, who sought to hoard their knowledge greedily and
prevent it from being used by the uninitiated. Of course, we think magick should be available to everybody, and liberating it is, of course, a primary concern of Ultraculture. (For more information on chaos magick and how to do it—for both beginners and advanced students!—check out our free magick meditation here.) “Choates,” those who practice
the more modern, “chaotic” version of magick, are those who are concerned with discovering the core working truths of magick, discarding everything that is not necessary (like all the silly robes, candles, incense, affirmations and the like) and developing a wholly unique, new, personal approach to magick. All you truly need to do magick is serious
willpower, the ability to get into altered states of consciousness, and the core, timeless techniques of sorcery itself. Nothing else is truly necessary. (Chaos magick has now become so popular that even celebrities are using it.) These are truths that Archtraitor Bluefluke elegantly expresses in this comic book introduction to magick. It’s enough to get
an aspiring young sorcerer started. Check out the comic below! We’ve now collected all parts into one gigantic mega-edition (consider it the trade paperback version!) below, for your enjoyment. To learn more, check out our free guide to chaos magick here. To learn more, check out Magick.Me, our online school for chaos magick. To learn more,
check out Magick.Me, our online school for chaos magick. To learn more, check out Magick.Me, our online school for chaos magick. Check out our free guide to chaos magick here. Start learning magick and occultism at Magick.Me, our online school for chaos magick. Start learning magick and occultism at Magick.Me, our online school for chaos
magick. Start learning magick and occultism at Magick.Me, our online school for chaos magick. (For even more information on chaos magick and how to do it—for both beginners and advanced students!—check out our free magick meditation here.) Scan this QR code to download the app now Or check it out in the app stores Scan this QR code to
download the app now Or check it out in the app stores Scan this QR code to download the app now Or check it out in the app stores Trusted Reviews is supported by its audience. If you purchase through links on our site, we may earn a commission. Learn more. By Stuart Andrews February 15, 2006 3:00 am GMT ”’Platform: Xbox, PC and PS2 – Xbox
version reviewed.”’ This is a tale of tragedy, tragedy, triumph and tragedy – pretty much in that order. Tragedy 1: Back in the distant 1990s, the graphic adventure game was in its heyday and Lucasarts was its undisputed king. In games like Secret of Monkey Island, Day of the Tentacle, Sam n’ Max Hit the Road and Grim Fandango, designers like
Ron Gilbert and Tim Schafer seemed to have hit on a magic formula of cryptic puzzles, lovable characters and crazy humour. These games were smart and funny; the puzzles made your brain hurt, the laughter made your guts ache. Then along came glossy 3D graphics, realism and cinematic presentation, and suddenly people didn’t want graphic
adventures anymore. While a few creep out every year, the genre is basically dead. Its once heroic developers now languish in obscurity. Tragedy 2: Back in the distant 1990s, platform games were in their heyday and Sonic and Mario were kings. In games like Super Mario World and Sonic 2, teams from Nintendo and Sega seemed to have hit on a
magic formula of cool level design, colourful characters and flowing gameplay. The games were fast-paced and entertaining; the action made your thumbs ache, the challenge kept you coming back for more. Even when glossy 3D graphics came along, games like Super Mario 64 and Jak and Daxter proved that the basic ideas could be expanded into
luscious, imaginative 3D worlds. So why, in the last few years, has the platform game lost its way. Generic kiddie titles bolstered with arcade mini-games and racing sections are now the norm, and the grown-ups left the party long ago. If the platform game isn’t dying, it’s certainly in a terminal decline. Well, here’s the triumph.
Psychonauts is a platform game. In fact, it’s an extremely good platform game. And there’s more. It’s designed by Double Fine, a team led by Tim Shafer, who also worked on the aforementioned Day of the Tentacle and Grim Fandango.
This makes it a platform game that feels awfully like an old Lucasarts graphic adventure, which in turn, means it’s ludicrously funny. And that’s just one reason why it’s one of the most enjoyable games of any type in years. Now, I wish I could relay this funniness to you, but I can’t. The script is razor-sharp –peppered with the cool one-liners and those
odd bits of sideways (even backwards) thinking that made Day of the Tentacle so great – but I don’t want to repeat choice moments because a) it’ll spoil them for you and b) they’re an awful lot funnier in context. There are surreal jokes, character jokes, even slightly childish vulgar jokes. Just take my word for it: if you can play this game without
laughing out loud once, then be worried.
You’re almost certainly the sort of dull, humourless misery-guts that people go out of their way to avoid in pubs. What’s more, Psychonauts is the first game in ages where I’ve actually found myself liking the characters. We have a hopeless, naïve wannabe hero in the classic Guybrush Threepwood mould, a range of misfit kids with psychic powers, an
ageing ex-agent who’s lost his marbles, a cool, levitating party girl and a cast of loonies who make Norman Bates seem like a mildly neurotic cross-dresser. Basically, Psychonauts has oddball charm in spades. But oddball charm in spades wouldn’t be enough if it weren’t for the game’s secret ingredient: lashings of raw imagination. To understand how
this fits in, you need to know a little about the plot. Basically, Psychonauts takes place in a wilderness training camp for would-be psychic agents. Into the midst of the ‘gifted’ and ‘special’ kids comes Raz, a self-taught teenage mind-warrior whose one wish is to join their ranks. Raz proves his mettle and joins the programme, but as he progresses he
uncovers a plot to harness minds for the purposes of war. To defeat it, Raz is going to have to fight his way through the mental landscapes of some of the most deranged, disturbed and downright twisted minds around.
And it’s these ‘mindscapes’ – the levels – that have allowed the imaginations at Double Fine to cut loose. There are levels set in smoked-out battlefields, neon-lit discos, a revolving cube that shifts shapes and throws out mad platform structures. There is a level set inside the internal theatre of a washed-up loony actress, and another set inside a city
that only exists inside the artificially boosted mind of a giant bottom-feeding lungfish, through which you stomp like a teenage Godzilla busting buildings and trampling tanks.
The best level – the one that’s destined to be the game’s signature – is a trawl through the paranoid nightmares of a conspiracy nut, in which suburban neighbourhoods twist away in vertiginous patterns while agents in trenchcoats maintain feeble disguises in a monotone voice. These worlds are wild, distinctive and – above all else – original.
There’s not an ancient temple or frosty mountain-top in sight. Better still, the team has used these levels to sneak in classic graphic adventure puzzles through the back door. Some are based around Raz’s growing roster of psychic powers –levitation, invisibility, pyro- and telekinesis – which he develops by ranking up through the Psychonauts
programme. Others are a question of finding the right item to do the job, while others still combine both traits. This isn’t just a game about jumping, it’s also, rather appropriately, about using your mind. So it’s funny, it’s entertaining, it’s imaginative – is there anything that’s not top-notch? Well, not everything in Psychonauts is perfect. The graphics
are full of beautiful cartoon design and work well within the spirit of the game, but I can’t say there’s much here with a real ‘wow’ factor. To be honest, though, if you’re prowling these landscapes looking for parallax mapping or fresnel reflections on the water, then you really need to think about the way you look at games. There are occasional
problems with the camera, a couple of frustrating moments later on that really needed a little more playtesting, and some of the boss battles are annoying. But really, that’s about it. The controls work, the length is perfect, there are heaps of collectible bonuses, and even the audio is beyond reproach: the zany voicework puts other cartoon platformers
to shame, and there’s a brilliant score that chimes perfectly with the game’s quirky feel. Put simply, in a better world Psychonauts would (at the time of writing) be sitting pretty at the top of the games charts. It’s been out in the US for nine months or so, and nearly every magazine and website you might mention has doled out plaudits and awards to
the extent that some critics would probably front you the money to buy it if you asked them nicely. (Note: I wouldn’t, but then I’m not so nice). The tragedy is that nobody seems to be buying it – the general games playing public would rather have the usual licenses and franchises instead. Well, that’s fine for them – just make sure that YOU don’t miss
out. Like Ico, Beyond Good and Evil or Metroid Prime: Echoes, Psychonauts is one of those games that you’ll hear mentioned in cult classics corners for years to come, yet it’s so funny, so compelling and so darn straightforwardly brilliant that it deserves the widest audience possible. Go on, play it now while you have the chance. ”’Verdict”’ A
fantastic, imaginative, literally mind-warping platform adventure with heaps of idiosyncratic character and charm. If only a few more of you would buy it!

You might also like