News

Double Fine Delivers Custom Card To Gamer With Rare Brain Disease

Psychonauts, arguably Double Fine Studios’s best and most well-known game, is all about memories and how they shape our lives. The PS2-era game impacted Chris Machado so much that he wrote into the dev collective founded by Tim Schafer, which led to a visit to their San Francisco offices.


September 30, 2011
PC

Psychonauts Gets Big Update, Achievements, Mac Version

Like, totally out of nowhere, Double Fine just hit us with an update to “excellent game” Psychonauts, adding cloud saves, achievements and support for Mac OS X. Additionally, there’s a “slightly modified Meat Circus”.


June 15, 2011
News

Psychonauts Is Back Where It Belongs

Having been the property of companies like THQ and Majesco, the platforming rights to cult platformer Psychonauts are now back where they belong: with Double Fine, the people who actually made the game.


February 8, 2011
In Real Life

So, Video Games, Where Are All The Good Jokes?

You ever wonder why there aren’t more genuinely funny video games? One of the few genuinely funny men in the business, Double-Fine’s Tim Schafer (Psychonauts, Full Throttle) has an idea. [image]


November 12, 2010
News

Tim Schafer Ready To Make Psychonauts 2

Kotaku AU

According to an article in this month’s PSM3 Tim Schafer is ready to make Psychonauts 2. Well, you know what Tim, we’re ready to play it – so what’s the hold up?

Apparently all he needs is someone to fund the whole gosh-darned production. Anyone?


September 14, 2010

Psychonauts Meets Inception

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Double Fine Productions’ Psychonauts, the classic psychic adventure, when cut to ape Christopher Nolan’s Inception scene-by-scene works shockingly well. Either consider this fan-made mash-up a dose of clever nostalgia or a reminder that, yes, you really should play some Psychonauts.


July 29, 2010
In Real Life

Happy Tenth Birthday, Double Fine

Scott Campbell, art director at Brutal Legend and Psychonauts developers Double Fine, has marked the studio’s tenth birthday with this rad cartoon.


June 8, 2010

"You Gonna Read This, Fisher?" The Art Of Enemy Taunts

I can’t think of another game so destroyed by its dialogue as Splinter Cell: Conviction; not by bad lines alone (which are nothing novel in gaming) but by the way Ubisoft’s designers and programmers used them.


May 19, 2010

Distilled To A Purer Substance

Have you ever played a game where the minigames or secondary goals were more exciting and compelling than the rest of the entire game?


February 26, 2010

Why We Play Games, And Why We Grumble About Them

Sometimes, one gamer’s flaw is another’s feature. Even the highest-rated games aren’t always perfect – but what determines the flaws we’ll tolerate versus the ones we can’t forgive? It all depends on why you play games.