ZAK: Psychic powers! TIM: Time for another update with Zak McClendon. ZAK: I need a haircut.
TIM: He is going to talk about… TIM: He needs a haircut. Subtitles by @thesirren TIM: Hello, Psychobackers! We are here with another update. TIM: Zak McClendon and I are here to tell you about what’s up with Psychonauts. TIM: Specifically about Raz’s Psychic Powers. TIM: Does Raz have any psychic powers? ZAK: He’s got every psychic power we could think of. ZAK: Quite literally. ZAK: So, we’ve got a bunch of the powers from the first game… TIM: That’s ruined anyway. TIM: Are you going to be able to cut those together? ZAK: Yeah, you cut back to us, and I am actually doing CPR on Tim. ZAK: Telling him to fight: “Fight, damn it!” TIM: You never gave up on anything else in your life! Don’t give up now! God damn it! BUD: You never backed away from anything in your life! Now fight! ZAK: Exactly, exactly.
TIM: I think we gave them a lot to work with. TIM: And it’s all pretty much usable. BUD: God damn it! Breathe! TIM: Is it just going to be the same old powers from the last game? TIM: Boring! TIM: I am trying to set you up to answer that question. ZAK: There is going to be a bunch of new ones. We are not showing them yet. TIM: We are bringing back the best of the old powers in a new form.
ZAK: Yep, yep. TIM: And there are going to be some new ones, but we are not talking about them yet, because of spoilers. ZAK: We could talk about how some of the returning powers actually changed in form. ZAK: So, Levitation… Now the Levitation Ball is just mapped to a button. TIM: So, even the old powers have evolved. ZAK: Yes, yeah. Our goal really for all the powers… ZAK: You know, so the fantasy of psychic powers in Psychonauts 1 was fantastic. ZAK: But they weren’t necessarily as useful across the whole game as they might have been. TIM (mouthing): WHAT THE F***. BUD: God damn it! ZAK: We’ve been working on this with the Powers team. ZAK: So, Amy Price, the programmer on it, has been doing a lot of great work. ZAK: We prototyped a ton of powers. More than we ended up actually using. ZAK: Some of which were just too good to put into a video game. ZAK: So, we prototyped a lot of them. And we’ve just been incrementally improving them over the months and months and months of production. TIM: Awesome! Do you have any proof or the video of any of that happening? AMY: Powers. Almost immediately. PAUL: You’ve always been on powers, right?
AMY: Yep. AMY: From, like, the get-go.
PAUL: From the get-go. AMY: The first meeting I had with Kee was all like: “Hey, so, you want to do powers?” AMY: I am like: “Uh, sure. Yeah, that sounds awesome.” AMY: I just assume I have the best job. AMY: I spend all day making sure that you can do really Psychonautical crazy things. AMY: And making sure it feels fun. And I break the game a lot. AMY: I introduce things that make level designers, you know, pull their hair out. AMY: But we do have the magic carpet ride. We might ship it. Don’t tell Zak. AMY: So, this is… This was something I made for TK. AMY: Which was… The idea was that you wanted to TK this cart. AMY: But if you get in it. AMY: Yes. AMY: It’s exciting, but it’s also just sort of… AMY: Powers. Powers are bad right now. There is no reason to use them. AMY: Or they are completely broken, and if you use them, why you would do anything else. ZAK: Mhm. AMY: That sort of thing. I am just worried about their role in the game right now. AMY: Depending on how they get good, some of the better solutions to a power getting good could disappear the longer we put it off. ZAK: It’s absolutely true. AMY: I am a lot more calm than I was earlier on, when I didn’t know what these powers were going to be or how well they were going to work. AMY: Because they are starting to work really well. AMY: I usually put together test worlds when I am working on something. AMY: We have, like, custom TK interactions. Like, if I TK an NPC, they’ll break it. AMY: So you don’t have the power to throw them around anymore, but that was fun. AMY: PSI-Blast. AMY: There it is! AMY: Ah, there we go. AMY: So, big TK being: “Hey, you are supposed to drag this rock around and it’s too heavy.” AMY: Woah. AMY: Oh, yeah, yeah. This was my propagation test. AMY: Just making sure that if you set something on fire, it will catch other things on fire. Including Raz. AMY: Wait. Oh, there he goes. AMY: And just something that explodes. And the logs. AMY: For no particular reason. AMY: I have a lot of tests. And where I am in production isn’t so much important as it is where the levels are. AMY: I was working on powers for levels that didn’t exist yet. ZAK: No. You would have Pyro, TK, PSI-Blast, [***] and [***]. AMY: Which was really kind of weird, I mean, but we had to do that. AMY: We had to start working on them. AMY: Now those levels exist, they are getting their beats, they are figuring out what puzzles they want. AMY: And the development just sort of zooms off. TK Snapples. ZAK: TK Snapples? JAMES: Yes. TK Snapple bottles. ZAK: All the Raz’s powers are now gotten by drinking the appropriate flavor of Snapple. JAMES: The Snapple Lady can work at the Psychonauts headquarters. ZAK: The Snapple Lady? Is that still a thing?
JAMES: No, she died. ZAK: That’s, like, twenty years ago, isn’t it? JAMES: That’s not true. She is fine. ZAK: I don’t know. That was, like, twenty years ago. She might be dead. JAMES: She might, yeah.
ZAK: Yeah. AMY: Because we know what we want, we know what we need, and it’s coming together a lot faster than before. AMY: When we would try to iterate on a power we would be like: AMY: “Does this feel good? I don’t know. Combat doesn’t exist. We don’t have an enemy.” AMY: Now… Now we have combat, we have levels, we have input systems. AMY: There was a crazy amount of things we didn’t have, and now we have all of them. AMY: And yes, there is a lot of work of just like: “Oh, man. I need to make this performant.” AMY: But there is also just a lot of like: “Oh, this is coming together.” AMY: It’s all sort of fitting together now. TIM: Oh, wait! What is this?! BUD: Linds. That’s it, Lindsey. BUD: That’s it, Linds. You can do it. BUD: That’s it, Linds. Come on back, baby. Come on. TIM: Is it time to say good-bye?
ZAK: Could be. TIM: Thank you for tuning in for this update, and we will be back with more information next time. TIM: Bye! Subtitles by @thesirren