

Schafer recalls speculatively pitching a concept for a spy game to LucasArt's top brass.
#PSYCHONAUTS 2 LEVELS PATCH#
The germ of the idea that would one day blossom into Psychonauts was first sown while Schafer was still working at LucasArts, where he was partly responsible for the studio's purple patch of classic adventure games - from Maniac Mansion and Monkey Island, to Full Throttle and Grim Fandango. That clamour reached fever pitch last month when deep-pocketed indie talisman Markus 'Notch' Persson popped up on Twitter with an offer to bankroll a follow-up.Īs we found out when we met up with creator Tim Schafer at Double Fine's San Francisco HQ earlier this month, the story of the game's troubled development and subsequent trek into cult classic territory is almost as engaging and unexpected as the off-the-wall brain-surfing adventures of psychic sprog Raz that the game itself depicts.

Today, the game is arguably more visible than it has ever been, with its followers devouring the merest hint that a sequel might one day get a green-light. However, since then its cult has slowly grown and grown, fed by word of mouth and the careful custodianship of its creators. Despite a rapturous welcome from critics and Schafer fans alike, it famously flopped at retail, nearly dragging both developer and publisher Majesco down with it. While times are changing thanks to the galloping onset of the digital revolution, this was never more true than it was back in 2005 when Double Fine's eccentric debut Psychonauts arrived on shelves. To the casual consumer, it's often easy to forget a game ever existed within six months of its launch. A title comes out, it takes up a two-month residency on a store's chart rack or splash page - if it's lucky - and is then put out to pasture in the used section.

Longevity is a rare commodity in the gaming business.
