Psychonauts - Development

Development

The back-story for Psychonauts was originally conceived during the development of Full Throttle, where Tim Schafer envisioned a sequence where the protagonist Ben Throttle goes under a peyote-induced psychedelic experience. While this was eventually ejected from the original game (for not being family friendly enough), Schafer kept the idea and eventually developed it into Psychonauts. While still working at LucasArts, Tim Schafer decided to use the name "Raz" for a main character because he liked the nickname of the LucasArts animator, Razmig "Raz" Mavlian. When Mavlian joined Double Fine, there was increased confusion between the character and the animator. The game's associate producer, Camilla Fossen, suggested the name "Rasputin". Then Double Fine's lawyer suggested "Razputin" instead, so Double Fine could file a trademark.

Schafer's team was partly made up of several people he worked with on Grim Fandango at LucasArts. The art design crew included background artist Peter Chan and cartoonist Scott Campbell. Voice actor Richard Steven Horvitz, best known for his portrayal of Zim in the cult favorite animated series Invader Zim, provides the voice of Raz, the game's protagonist. Raz was originally conceived as an ostrich suffering from mental imbalance and multiple personalities. Tim Schafer killed the idea because he strongly believes in games being "wish fulfillments," guessing that not many people fantasize about being an insane ostrich.

Originally, Psychonauts was to be published by Microsoft for release exclusively on their Xbox console, but in March 2004, Microsoft pulled out of this deal. It emerged in August 2004 that Double Fine had negotiated a new publishing deal with Majesco to release the game on Windows as well as the Xbox. Tim Schafer was quoted as saying "Together we are going to make what could conservatively be called the greatest game of all time ever, and I think that's awesome." In October 2004, it was revealed that Psychonauts would be released on yet another platform, the PlayStation 2, ported by Budcat Creations. The final U.S. release date for the game on Xbox and Windows was April 19, 2005, with the PlayStation 2 port following on June 21, 2005. Psychonauts was re-released via Valve Corporation's Steam content delivery system on October 11, 2006.

The budget for Psychonauts was approximately $13 million, according to Schafer.

In June 2011, the original publishing deal with Majesco expired, and full publication rights for the game reverted back to Double Fine. In September 2011, Double Fine released an updated version for Microsoft Windows and a port to Mac OS X through Steam. The new version provided support for Steam features including achievements and cloud saving. The Mac OS X port was developed in partnership with Dracogen Strategic Investments. In conjunction with this release, an iOS application, Psychonauts Vault Viewer, was released at the same time, featuring the memory vaults from the game with commentary by Tim Schafer and Scott Campbell.

Although initially unplayable on the Xbox 360, Tim Schafer spearheaded a successful e-mail campaign by fans which led to Psychonauts being added to the Xbox 360 backwards compatible list on December 12, 2006, and on December 4, 2007, Microsoft made Psychonauts one of the initial launch titles made available for direct download on the Xbox 360 through their Xbox Originals program.

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