PsychOdyssey is as Essential as Everyone Says
After years of saying "I'll watch that some day," I finally committed to watching all 24~ some odd hours of Double Fine's and 2 Player Productions' doco series on the creation of Psychonauts 2.
Yes. It is essential viewing if you care at all about how games are made and the people behind the bits and bytes. Before I share my tiny list of tidbits, my biggest takeaway is this:
Xbox saved Double Fine.
They didn't know that was the case at the time in 2019, but COVID-19 may have very well shut down the studio. Perhaps they could have been acquired during the pandemic when rates were non-existent, but with Activision/Blizzard/King assuredly looming in the background of Microsoft, I am not sure they would have bought Double Fine during 2020-2021.
And now, just seven years later with Microsoft releasing Double Fine back into the indie wilds, I find myself wondering if their savior has done it again or has become their executioner.
I know this whole series makes me want to play Psychonauts though. And now for some minor tidbits and observations...
- Greg Rice using an NES as a monitor stand/lift is unhinged.
- More games need years long documentary projects. I love you Grounded and Raising Kratos, but PsychOdyssey is now the bar.
- There is more development time than I ever imagined to just proving the game is fun. And it doesn't seem to matter all the prep and planning they put into it up front.
- The Starbreeze arc is just insane.
- There is immense power and influence in a decision maker. Tim has an undeniable hold over the team and studio. "...hope Tim steps in and saves the day" was a line in Episode 20 "Brainstormed Out."
- Asif's entire arc is sublime.
- Deadlines are powerful tools, except when you keep pushing them.
- There is undeniable and collaborative power with in-person development.
- I like Zak McClendon and I feel bad for him.