Compara los precios de Psychonauts en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Double Fine Productions. Publicado por Double Fine Productions. Lanzado el 11/10/2006. Disponible en PC, Xbox. Géneros: Action. Puntuación Metacritic: 87/100.

Forget whatever you think a 3D platformer is supposed to look like - Psychonauts spends most of its runtime inside the fractured minds of misfits, and that premise alone makes it worth your time.

I've played a lot of 3D platformers that try to be weird, and most of them are only skin-deep about it. Psychonauts is the rare exception where the weirdness is load-bearing. You play as Raz, a circus-kid runaway with psychic powers who sneaks into a summer camp that doubles as a training ground for psychic secret agents. The camp itself is a collectathon-style open area where you can eavesdrop on camper conversations that actually shift as the story progresses. But the real game happens when Raz dives into someone else's skull, and every mental world he visits is a completely different experience - visually, mechanically, and tonally. The lineup of mental worlds is the thing that keeps this game talked about two decades on. Coach Oleander's war-obsessed mind turns basic platforming into a landscape of propaganda films and cannon fire. The Lungfishopolis level flips Raz into a kaiju stomping through a city of fish people. A board-game level pits you against a Napoleon-sized ego on a literal battlefield. Each world introduces a new mechanic and then leaves it behind, which keeps things fresh even if it occasionally means a concept doesn't get enough room to breathe. The powers Raz unlocks - telekinesis, pyrokinesis, levitation, invisibility, and several others - can be hotkeyed three at a time, with the rest accessible through a selection screen that feels clunky on PC without a controller in hand. The writing, co-authored by Tim Schafer and Rob Wolpaw, is the game's highest point. The supporting cast is genuinely funny in the way classic LucasArts adventure games were funny: character-first, dense with jokes you catch on a second pass. The voice acting carries every line, and the counselors - Sasha Nein, Milla Vodello, Coach Oleander, and the fractured Ford Cruller - are as memorable as any characters in the genre. Critics at the time singled out the comedic writing and the quality of individual characters as the game's defining strengths, and that assessment still holds. The rough edges are real, though. PC players without a gamepad will find the power-switching menu annoying. The platforming itself is inconsistent - most of it is controlled and fun, but late-game sections tighten the screws hard, and the final Meat Circus level is genuinely infamous for its difficulty spike, the kind that makes calm people swear at their monitors. Some collectibles, particularly scattered figments hidden in corners of each mental world, are tedious to hunt if you care about completion. There are minor bugs: Raz can clip into geometry, camera moments misfire occasionally. None of it is catastrophic, but this is a game from 2005 that was shipped under publisher pressure, and it shows in places. Who is this for right now? Anyone who finished Psychonauts 2 and skipped the original should fix that immediately - the first game has bolder, stranger artistic swings even if the sequel is technically smoother. It also works as a standalone: the story is self-contained, the runtime is reasonable (eight to twelve hours depending on how obsessively you collect), and the worlds are so inventive that even players who normally bounce off platformers tend to stick around. The PC version benefits from community mods and widescreen fixes documented on PCGamingWiki, which are worth applying before you start. Flawed in a handful of clear ways, brilliant in a dozen harder-to-articulate ones. Alex, Scout Team

Psychonauts

Psychonauts

11 oct 2006Double Fine Productions
GamerScout opina

Forget whatever you think a 3D platformer is supposed to look like - Psychonauts spends most of its runtime inside the fractured minds of misfits, and that premise alone makes it worth your time.

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I've played a lot of 3D platformers that try to be weird, and most of them are only skin-deep about it. Psychonauts is the rare exception where the weirdness is load-bearing. You play as Raz, a circus-kid runaway with psychic powers who sneaks into a summer camp that doubles as a training ground for psychic secret agents. The camp itself is a collectathon-style open area where you can eavesdrop on camper conversations that actually shift as the story progresses. But the real game happens when Raz dives into someone else's skull, and every mental world he visits is a completely different experience - visually, mechanically, and tonally. The lineup of mental worlds is the thing that keeps this game talked about two decades on. Coach Oleander's war-obsessed mind turns basic platforming into a landscape of propaganda films and cannon fire. The Lungfishopolis level flips Raz into a kaiju stomping through a city of fish people. A board-game level pits you against a Napoleon-sized ego on a literal battlefield. Each world introduces a new mechanic and then leaves it behind, which keeps things fresh even if it occasionally means a concept doesn't get enough room to breathe. The powers Raz unlocks - telekinesis, pyrokinesis, levitation, invisibility, and several others - can be hotkeyed three at a time, with the rest accessible through a selection screen that feels clunky on PC without a controller in hand. The writing, co-authored by Tim Schafer and Rob Wolpaw, is the game's highest point. The supporting cast is genuinely funny in the way classic LucasArts adventure games were funny: character-first, dense with jokes you catch on a second pass. The voice acting carries every line, and the counselors - Sasha Nein, Milla Vodello, Coach Oleander, and the fractured Ford Cruller - are as memorable as any characters in the genre. Critics at the time singled out the comedic writing and the quality of individual characters as the game's defining strengths, and that assessment still holds. The rough edges are real, though. PC players without a gamepad will find the power-switching menu annoying. The platforming itself is inconsistent - most of it is controlled and fun, but late-game sections tighten the screws hard, and the final Meat Circus level is genuinely infamous for its difficulty spike, the kind that makes calm people swear at their monitors. Some collectibles, particularly scattered figments hidden in corners of each mental world, are tedious to hunt if you care about completion. There are minor bugs: Raz can clip into geometry, camera moments misfire occasionally. None of it is catastrophic, but this is a game from 2005 that was shipped under publisher pressure, and it shows in places. Who is this for right now? Anyone who finished Psychonauts 2 and skipped the original should fix that immediately - the first game has bolder, stranger artistic swings even if the sequel is technically smoother. It also works as a standalone: the story is self-contained, the runtime is reasonable (eight to twelve hours depending on how obsessively you collect), and the worlds are so inventive that even players who normally bounce off platformers tend to stick around. The PC version benefits from community mods and widescreen fixes documented on PCGamingWiki, which are worth applying before you start. Flawed in a handful of clear ways, brilliant in a dozen harder-to-articulate ones.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steamCollectathonPsychic PowersMental World DesignDark HumorTim SchaferCult ClassicSingle-Player StoryController RecommendedDifficulty SpikesNarrative Platformer

Requisitos del sistema

Mínimos

Processor
1.0 GHz Pentium(R) III and AMD Athlon(tm)
Memory
256 MB of RAM
Graphics
64 MB GeForce (tm) 3 or higher or ATI(R) Radeon 8500 or higher (except GeForce 4 MX and Go series) DirectX®: ver…

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Reseñas y valoraciones

Metacritic
87
Steam
95%(18,922)

Información del juego

Desarrolladora
Double Fine Productions
Distribuidora
Double Fine Productions
Fecha de lanzamiento
11 oct 2006

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¿En qué plataformas está disponible Psychonauts?

Psychonauts está disponible en PC, Xbox.

¿Cuándo se lanzó Psychonauts?

Psychonauts se lanzó el 11 de octubre de 2006.

¿Quién desarrolló Psychonauts?

Psychonauts fue desarrollado por Double Fine Productions.

¿Merece la pena comprar Psychonauts?

Psychonauts tiene una puntuación Metacritic de 87/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.