Psychonauts in the Rhombus of Ruin | |
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Developer(s) | Double Fine Productions |
Producer(s) | Andy Alamano Malena Annable Micheal Tucker |
Programmer(s) | Aaron Jacobs Brian Anderle Duncan Boehle Evan Williams Matt Enright Silvio César Lizana Terra |
Writer(s) | Tim Schafer |
Composer(s) | Peter McConnell |
Series | Psychonauts |
Engine | Unreal Engine 4 |
Platform(s) | PlayStation 4 |
Release | February 21, 2017 |
Genre(s) | Puzzle, adventure |
Mode(s) | Single-player |
Psychonauts in the Rhombus of Ruin is a first-person virtual reality adventure game developed by Double Fine Productions for the PlayStation 4. Released in 2017, the game's story bridges the events between Psychonauts and Psychonauts 2.
Unlike the original Psychonauts, Psychonauts in the Rhombus of Ruin is not a 3D platformer, but instead a first-person puzzle-focused game similar to a point-and-click adventure. As Raz, the player always remains in a seated position, and may interact with characters and objects in the world using his psychic powers such as telekinesis and pyrokinesis. While many VR games have utilized a "blink teleportation" mechanic to allow players to travel in the virtual world, Psychonauts in the Rhombus of Ruin instead requires the player to use Raz's clairvoyance ability to see the world from the perspectives of the other characters in the scene (who also remain seated throughout). These mechanics are used to solve puzzles to gain information and trigger events which further the plot and advance the game.
At the end of Psychonauts Raz is recognized as a talented PSI Cadet and is asked to join his tutors as a fully fledged Psychonaut. But as Raz prepares to go home from camp with his father, news arrives that Lili's father, the Grand Head of the Psychonauts Truman Zanotto, has been kidnapped. The team, Raz and Lili included, fly off in the Psychonauts' jet to rescue him.
The concept for Psychonauts in the Rhombus of Ruin came about during the lead-up to the crowd-sourcing campaign for Psychonauts 2. According to Double Fine's CEO, Tim Schafer, they were looking to see what types of games they could develop with a virtual reality (VR) system, comparing it to the games they had made for the Kinect system earlier. Due to their recent focus on Psychonauts, the team agreed that a VR-based Psychonauts game would be a good fit, allowing the player to become immersed in the odd environments within the Psychonauts universe.