I am perfectly normal about the Psychonauts timeline
Spoiler warning for...everything.
As I was playing Psychonauts 2, I had a vibe that Ford and the Psychic Seven were active during the late 1920s, early 1930s, mostly because of the Model T Ford in Cruller's Correspondence, but also because of the biplane in the diorama of Ford fighting Maligula from Fatherland Follies. But there were some issues with that - namely the Feel Mobile which resembles more a model of van released around 1964. I feel compelled to mention it looks like the Motherlobe is trapped in the 70s, technology-wise.
So I looked up the timeline on the Psychonauts fandom wiki, as well as the blurb from Psychonauts about the history of Whispering Rock. And while clicking through the wiki, I found a copy of the Li-Po document, which contains the following line:
[...] when [Ford Cruller] was [...] away fighting for the Lincoln Brigade in the Spanish Civil War [...]
Firstly, based.
Secondly, that means Ford had to be at least 16* by 1937 (when American volunteers were sent to Spain). At least if we are to believe that this...very specific part of the Li-Po document is still canon. Which...I mean, we could. We know Ford was already an adult when he assembled the Psychic Seven, but we don't know how old he was. From the looks of him in the mental vaults and illustrations, he was definitely older than 16 (considering the full moustache). Meaning that it is possible Ford spent his younger years fighting in the Lincoln Brigade, then when he matured started looking more into his and others' psychic powers.
Possible? Yes. Plausible? Ehhh...considering the story of Psychonauts 2 is deeply tied to the trauma the Psychic Seven endured surrounding the Grulovian Civil War then the Deluge of Grulovia, I doubt that Ford's previous involvement in a very bloody battalion (22.5% of Lincoln Battalion fighters died in the Spanish Civil War) would have gone unmentioned. Since it makes no appearance in Psychonauts 2, I think it's safe to say it's no longer canon.
So where does that leave us? With the only statement from the devs (specifically Tim Schafer himself) that points us towards a date for the game's events:
"We think of it as taking place in the 80's but not necessarily the 80's, in case we need a piece of technology that we're stealing from the 90's."
So...that leaves us with a year range of 1980 to 1999. However, if technology is an issue (specifically, taking place during the 80s but needing some tech from the 90s), that means the game probably takes place in the late 80s, early 90s. I interpret this as being between 1987 and 1993. So, we've narrowed it down! Based on my arbitrary definition of "late" and "early"!**
Is there any way to narrow it down further? Unfortunately, not from what I can find - the tech we see in the Motherlobe is more reminiscent of the 60s and 70s (the computers we see on peoples' desks and in Sasha's lab look akin to a Xerox Alto, which came out in 1973), and I don't know enough about the history of other technology we see in-game to infer information about the timeline. If someone else has knowledge about things I may have missed that point us towards a date, please reblog and let me know!
Now, before I get into what I see as the timeline, I do want to address Maloof's line when you release him from the GPC.
"Nah, the staff hasn't put any kids in the GPC since the fifties."
Which goes against the timeline written on the log in the parking lot (which states that Whispering Rock Summer Camp was only created 5 years ago). I'm leaning more toward the written lore, since it's entirely possible Maloof is misinformed. After all, this is his first time at the camp. It's entirely possible Bobby (or another camper) has been lying to Maloof about the history of the staff's use of the GPC. For this reason, I'm disregarding this conflicting bit of evidence.
So! On to the actual timeline - at least, what I think it is. Starting from the beginning and working our way to the present day. I will represent the dates as a range, so "1987 - 1993" means "between 1987 and 1993." It doesn't mean that whatever event took place took that long, just that it happened at some point within that range. Good? Good! Let's go.
Brick's Speculative Psychonauts Timeline
1487 - 1493: A psitanium meteor strikes the area that will eventually be known as Whispering Rock, leaving behind a psitanium deposit.
1787 - 1793: A local indigenous group starts working with the psitanium, creating the arrowheads found in the first game, and names the area Whispering Rock (just, in their language, not English)
1887 - 1893: The mining town of Shaky Claim is established as part of the gold rush, except they're mining for psitanium. The psitanium deposit severely worsens the mental health of the people there.
1888 - 1894: The first case of 'Paranormal Hysteria' diagnosed in Shaky Claim.
1912 - 1918: Houston Thorney constructs Thorney Towers Home for the Disturbed. Ford Cruller is born.
1927 - 1933: Houston Thorney commits suicide. The town's population is less than the amount of patients in Thorney Towers.
1932 - 1938: Thorney Towers Home for the Disturbed is closed but some patients still remain. The remaining residents of the valley leave and the area is flooded, resulting in Lake Oblongata.
[At some point, Ford assembles the Psychic Seven]
1967 - 1973: The Psychic Six fight Maligula. Grulovia is flooded then trapped below the frozen floodwaters. Helmut Fullbear is presumed dead. Shortly thereafter, Ford uses the Astralathe to modify the memories of Lucretia and Augustus, then to break his own mind.
[At some point, Charlie Psycho Delta is established then swiftly abandoned]
1982 - 1988: Whispering Rock Summer Camp is established.
1987 - 1993: The events of Psychonauts, Psychonauts: The Rhombus of Ruin, and Psychonauts 2 take place all within about a week (and that's being generous).
So there! That's what I think the timeline is. Again, if you have any feedback or want to point out something I missed, please let me know! I'm new to the games/lore/fandom so 'tis entirely possible!
The implications of this timeline are...interesting. The fact that during the fight with Maligula, something that was supported by multiple countries, they're using planes from the 1910s when it's at least 1967...the world of the Psychonauts isn't less technologically advanced - they have a jet that rivals ones from 2024! So I have no clue what that biplane is doing in Gristol's memory of the fight with Maligula. Unless we consider Gristol an unreliable narrator for that detail - but even then I'm unsure why he wouldn't have assumed they were using modern technology...? IDK. It's weird.
Anyways, if you got this far, thanks for reading! I'm flattered. I always love picking apart lore and timeline details like this, no matter the fandom I'm in. So consider this my hello to the Psychonauts fandom :-)
*According to the Wikipedia page for the Lincoln Battalion, that's probably the youngest any American volunteers were.
** The way I see it: if it ends in 1/2/3, it's early. If it ends in 4/5/6, it's mid. if it ends in 7/8/9, it's late.
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thoughts on totk now that i’ve beaten it
under the cut bc of length and bc there is honestly a fair bit of negative stuff
i don’t really think i can say that i liked totk.
it’s fine, it’s genuinely fucking incredible from a technical standpoint with ultrahand, recall, the three map layers and with how smoothly it ran for me. as a game it’s fine.
i’ll start with the things i dislike and end with what i actually liked
i honestly didn’t really like ultrahand? i disliked how much the game leaned on it, since so many puzzles and whatever just boiled down to ‘make something that’ll work’ and it just... it was far too clunky for me to really enjoy using it, outside of using some of the same few designs for traversal. there were a few times when i could see what the game wanted me to do with ultrahand and the given zonai parts and sometimes it just... didn’t work at all. more often than not ultrahand was frustrating for me to use so the game’s reliance on it just made it into a chore sometimes.
in a similar vein the dungeons were serious letdowns. i mean, don’t get me wrong, they’re fine, they had good themes and (mostly) had good aesthetics and general looks and identities to them, but the fact that they were just... basically twenty-ish minute little things was kind of disappointing. i hate that they all had the exact same ‘go hit x number of switches’ gimmick. it really limited what you could do and fucked with the dungeon design, too. the only one where that really worked for me was the fire temple, which was my favorite overall. the water temple was especially dismal, with the least inspired look and just being an astoundingly easy experience. the puzzles in those dungeons were so awfully easy, too, especially since half of the time they just hand you what you need so you barely need to really assess the situation and put a plan together
i hated the water dungeon’s little mini-areas where you do a single piss-easy puzzle to automatically get your prize, i hated the wind temple’s god damn ‘pull a lever and get your prize’ kind of puzzles, i hated how soul-crushingly disappointed i felt when i took a look at the lightning temple’s map and realized that every fucking floor had a singular room just for the switch puzzle. god forbid it’s as fun as the lowest level of that temple. i really miss stuff like mini-bosses or rooms where you have to do a puzzle in order to just... progress, i miss dungeons that i could get lost in or spend a while in or just had... something more interesting or some more substance so that i can’t just breeze through like it’s a glorified shrine. most of the puzzles in those dungeons were simpler than some shrines i did.
i didn’t care to do much exploration since there honestly isn’t much motivation to explore the surface map if you’ve already played botw, and the scarcity of materials this time really got to me, it took me a while to have a half-decent stock of materials, and i still had trouble not running out of stuff even though i was using amiibos to stock up on some things. the money situation was rough, too... a lot of things are cheaper to sell, but some armor is still really expensive plus you have to pay the great fairies to upgrade your equipment in addition to having the correct materials. that especially felt odd- having to grab a handful of (goddamn hard to get) lynel guts is hard enough to upgrade the soldier’s armor, but you want me to cough up 500 rupees, too??
(the scarcity of monster guts also got on my nerves, but i’ll just chalk that up to just some kind of really weird difficulty thing. it was annoying until i tracked down the stronger monsters.)
the story is probably the weakest part of the game to me. it’s really hard to have a baseline investment when you don’t care about these characters, anyway, and what i saw in this game’s story still failed to endear me to hardly any of them. link’s role frustrated me; he just comes off like a tool rather than a character this time through, he barely has any actual relevancy to the story segments beyond being the guy who can use the master sword and being the player’s vehicle to get from point a to b in the story. the blank stare and limited emoting worked in botw because... there’s a given reason for his lack of outward emotion in the past, plus he has no memory in the present. it makes sense. but this time around, he’s gotten memories in the years between this and the last game, but he just feels like a background character in most of the story beats.
he has no role in the memories and in the present just exists to gather some stuff for other people, he gets the master sword from zelda and then helps the other sages get their secret stones, but he’s barely addressed as his own character in the grand scheme of things unless he’s being directly spoken to. he’s just the swordsman capable of wielding the master sword and zelda’s chosen protector as far as the story is concerned. he has no opinions outside of doing what he’s told and looking for zelda. at least not as far as i could really tell. at least in botw, the story directly concerns him, and it’s his story we’re following. this time around zelda and the sages seem like the most important characters, link’s just... there, doing what he’s been told to.
the new sages are fine, none of them really endeared themselves to me, and i will say that making the player watch essentially the exact same cutscene each time you finish a dungeon was BAFFLING. they were long and you learned almost nothing new after the first one, and there was nothing done to make them very distinct to each individual pair of sages or their respective regions; at the very least, it could have been interesting to meet the ancient sages not in the exact same stone garden, but perhaps at the top of a snowy mountain for the rito, near a volcano or something for the goron, maybe in a shallow pool of water for the zora, and in the desert for the gerudo- but no, they’re all effectively the same thing just with the speaking character swapped out with some minor changes.
(the sages themselves are a pain in the ass to use, having to chase them down to activate their power or accidentally activating a power when you don’t want it; yunobo was honestly my favorite, but because i generally defaulted to having them all activated at all times, i had a lot of trouble with tulin blowing shit away from me when i was trying to grab it while midair. they’re half-decent for combat)
i didn’t really care for rauru or sonia, either. rauru in the present as a ghost was fine, he was kind of interesting and seemed to have changed from his time in the past, but he never managed to be a character i particularly liked. i wasn’t really a fan of his... arrogance? or something in the past scenes, and he never really came off as very interesting. sonia was nearly completely uninteresting which is a shame since she has an interesting design, she just felt delegated to the role of supporting rauru and zelda and then dying to motivate them.
ganondorf is a character i was really looking forward to seeing, and it really fucking sucks that he’s so god damn one-dimensional this time! the story can’t be fucked to delve into him beyond just giving us scenes that just tell us that he’s evil and wants to rule hyrule and get the secret stones and nothing else because fuck having complex villains, i guess. especially frustrating because within the game itself you can draw more interesting motivations up for him, but the game really just doubles-down on him being evil for the fuck of it and wanting to end the world because uhhhh... he’s evil don’t fucking worry about it
the ignoring of the triforce in this game sucks in that way, too, because the way the triforce works and how it can grant wishes made it a much more interesting goal for ganondorf to attain, rather than some poorly-named ‘secret stones’ that do nothing more than just amplify power or something. it sucks how black-and-white this damn story is and how it seems like it just wants to do away with any possible nuance or gray area. no one but the bad guys or side characters are flawed in any actually interesting or significant way.
at least ganondorf was still the most interesting character in the flashbacks.
and then zelda, oh god ZELDA. i honestly really liked her in botw. i liked how you saw her as a flawed, insecure, pressured teen, and how you saw her struggles to relate to link and how she eventually warmed up to him. you saw her as a flawed person who develops and as someone who cares deeply about her friends and her duties and gets frustrated by her failings.
and then in totk a lot of her more interesting traits- her interest in sheikah tech, her excitement over field study and research, her more defining traits as this incarnation of zelda- are basically sanded down and she’s just this perfect flawless princess with great power and an insanely passive role in the past beyond finally taking some kind of action after one of her friends dies and she’s pushed to the brink. cool. great.
she has practically no flaw in totk. if anyone in the present talks about her, they have nothing bad to say and just want to please her and follow her orders, she is right in telling the gerudo how to train their troops she is right even when misheard to tell people to put themselves in danger and she is hardly meaningfully questioned when her imposter is doing very clearly suspicious shit. neither the story nor any of the characters wants to let her be flawed. she’s just perfect in damn near every way and barely retains any interesting characterization she got in botw. there are some interesting snippets in her being a teacher and setting up memorials to those who died in the calamity, but there’s hardly any more than that, and it makes it really hard for me to give a damn about her. she’s not interesting this time.
the whole thing with zelda becoming a dragon too, is... it’s fine. it’s ok. but the fact that she turns back at the end with no problem whatsoever is one hell of a fucking misstep. why talk about draconification being forbidden for a good reason anyways if it doesn’t actually matter anyways??? if you never actually see any of those fucking repercussions why even bring them up??? i really feel like it would have been more effective for there to have been actual consequences for zelda beyond just fucking flying around half-conscious for a millennium or whatever- have her lose her memory when she’s brought back! there you go! there’s the reason why draconification is forbidden! there’s the thing about losing yourself! plus, zelda losing her memories as a result would mirror link having lost his memories in botw! that has so much more weight and significance then ‘oh uh ignore the warnings from a while back she’s completely fine dw abt it’ i hate that she’s back just like that without any of the consequences that the game suggests.
the dragon’s tears in general kinda just felt weaker than botw’s memories anyways bc you’re more just. watching stuff happen then actually learning anything. it has less characters and yet i feel like you only get to know like half of the important ones. like three of them are all about the same event. a few times they just replay parts of old memories in new ones. if they ever reference a past memory they just show you what they’re referencing instead of leaving you to piece it together. just play the voices or something don’t break the flow of things to play a clip of something i’ve already seen.
plus the fact that totk... barely acknowledges that it’s a sequel to botw really rubs me the wrong way. i understand that loz is extremely loose with its lore, but totk is a direct sequel set in the same world a few years later, and yet the events and characters of botw have might as well been forgotten and its all either ignored, brushed aside, or straight up replaced by something else for no good reason. the continuity between these games is absolutely dismal and to see the different ways in which the events and concepts or botw are just... disregarded really just left a bad taste in my mouth.
just- i love good stories and worlds in video games, and while some games can coast by for me by feeling good to play, having a good and engaging story and characters is usually essential to my enjoyment of a game, and when i don’t care about to the point of disliking the story and characters, and when none of the important areas are fascinating or distinct enough from each other, and when the game even fails to really reel me in with the gameplay...
i wanted to like totk, but it really just did not work for me. i just ended up feeling frustrated and disappointed and even sometimes bored with all of the major stuff and man. totk is really, REALLY, not for me, and it just left me wanting to play older zelda games instead.
...
HOWEVER! there were actually some things i really loved about totk! it’s not all doom and gloom! (well, not all doom, at least)
so! the music was great! not all of it really fit or made a lot of sense with the context in which they played or failed to evoke the feeling they were meant to, but the new tracks in this game were great! i especially love the first two phases of the fire temple’s theme, the depths music, and most of the new battle and boss themes. zelda games almost never fail when it comes to the music.
i did genuinely like the fire temple- yunobo’s ability was used the best in this dungeon, and it had the best five switches gimmick, i loved how you had to hit the gongs (sometimes having to construct a path to account for the weaknesses of yunobo’s ability) and how it then ‘scared’ each of the five statues holding a part of the gate- it was very cute and fit in very well with the general feel of that part of the story. it was the best in terms of difficulty and complexity, but it didn’t have the best boss- the lightning temple had the best boss, and i will admit that even if most of them were easy, i really enjoyed the mirror puzzles, as well as the process to unlocking the dungeon. the wind temple had my favorite visual identity and aesthetic, though, i liked it being a part of this old rito song, and how it was the most distinct in looks from the other dungeons.
the sky islands were honestly fun, even if they weren’t all that interesting. getting to some of the harder-to-reach islands were some of my favorite times i had to use ultrahand, and stuff like the zonai forge island and the one orblike island with the mirror puzzle, and pretty much all of the more complicated parts of the sky islands were a lot of fun to explore and figure out.
being able to ride on the dragons was just really cool, and the fact that they come out of the chasms was fun.
the new horns for the monsters were cool, it helps differentiate the different monster strengths and i just thought they were really neat.
the quest with lurelin village was fun, even if the pirates just being monsters was a real let-down.
the stable trotters were also a fun bunch of characters, that was a good, new way to open up fairy fountains.
all of the new stuff with the yiga was really fun, like getting their outfit and being able to pretend to be one of them and learning the blademaster attack- so much fun it was so cute.
most of the new outfits are really good and useful, and while a bit janky and not that great, the house-building bit near tarrey was endearing.
while none of the main characters interested me, i really, especially liked tauro and yona and penn. for some reason they just appealed to me and i really wish they had bigger parts in the game because they’re interesting and they have good designs and i’d really like to know more about them.
the underground gerudo shelter was pretty cool, to be honest, and the look of the caves was really cool.
i adored the proving grounds shrines- easily my favorite shrines in the entire game, i had no problem spending a decent amount of time in those kinds of shrines, they were fantastic.
the new ingredients and recipes and new weapons were cool.
the way you basically return to the area you started at on your way to ganondorf is pretty cool, that whole path is really neat.
ganondorf in general was a pretty cool boss, even if he ended up being kind of easy for me. the whole final boss sequence was neat.
by FAR, though, my absolute favorite part of this game was 100% the depths. the fact that there was just an entire second layer to the map that was the same size as the surface, just inverted and dark and filled with new bosses and locations... i spent hours down there without going back up to the surface and absolutely had a BLAST screwing around in the dark, lighting up my path with brightblooms and tossing together little vehicles with lights so that i could get to the next lightroot off in the distance. the depths was probably where i ended up using zonai vehicles the most, and it was honestly pretty fun to go around spotting and reaching every lightroot, coming across different mines and weird little landforms and coliseums and yiga camps. the music and plantlife and look of the depths were so good, and it really felt distinct from the rest of the game in a very good way. doing all of the lightroots and getting enough zonaite to max out link’s energy cells was definitely a good move since it made finding shrines and dealing with later zonai machine stuff easier.
overall, tears of the kingdom was a severely mixed bag for me, and while there was stuff i did like, i don’t think it’s enough to really get me to say that i really liked this game overall- after all most of the stuff i disliked was unavoidable parts of the games, and it definitely put a hamper on my interest in the rest of the time. totk is fine, but it’s really not my thing.
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very normal about w//ukong and m//acaque dynamics with my feelings about the special under the cut.
ACTUALLY, THE ARGUMENT WITH SWK UNDER THE MOUNTAIN IS GONNAA LIVE IN MY HEAD RENT-FREE FOR THE REST OF MY LIFE.
and actually -- the blindness between the swk and macaque. swk believing he always wanted to do for the both of them. perhaps, along the way, maybe swk got a little caught up and unintentionally put macaque to this side which probably led the other to think that swk left him behind...
but swk constantly reassured that he was doing all of this was to protect the BOTH of them. and wukong always made sure that macaque was always involved.
" you're really going through with this ? "
" correction: WE'RE really going through with this ! "
" you and me ! all of us ! "
( notices macaque isn't standing with him )
" welcome back your majesty. "
" don't be like that.
" soak up the sun ! that's why i've been training so hard. "
" what ? so you can be the strongest ? "
" what ? no ! well, maybe a little bit, but that's not the point ! it's so you don't have to worry about anyone or anything ever again ! "
swk does it all to protect his Brothers. he was doing this all to protect macaque, the one he cares for the most. perhaps that did require being the strongest -- but the point was that wanted to make sure that, no matter what, he wanted those that were the most important to him and didn't have to worry about the danger. but in doing so, he became the danger without even realizing it.
and realizing that if there was a chance of losing them also meant there was a chance they could lose him. i believe that it was a reason why he was afraid of death. if he died, who would protect his friends ? who would protect macaque ? would anything he does be enough ? he didn't realize that he was using macaque as an excuse to seek more power and more ways to grant immortality. he became so blind that he didn't even realize that this isn't what macaque wanted. with macaque being against the idea of fighting the jade emporer. with macaque refusing to eat the stone fruit. macaque was just content being on wukong's side, that wukong mistook that for weakness.
wukong kept that thought of the other being weaker to himself until their argument under the mountain. where he thinks it's unfair that he was to be kept there while macaque got to roam free despite it being the consequence of his own actions. it wasn't fair because, despite wukong constantly helping macaque, macaque didn't help him. though, of course, wukong decided to go on to fight the emperor on his own, despite macaque's advice not to. it was at that moment that wukong realized that if the other was strong enough... helped him, then maybe he wouldn't have wound up alone. maybe he could have won or maybe macaque would have been locked up with thim. but it wasn't macaque's fault. it was his own. still didn't stop him from blaming him, though.
" you know i'd help if i could "
" oh sure 'cause, normally, you'd just RUSH to my rescue ! "
this was, most likely, the first time that wukong had acknowledged that macaque was weak compared to him. macaque had his own self image problems, but wukong was always there to ensure that he was just as important... that was macaque's breaking point with wukong. the straw that broke the camel's back.
" run off like you always do ! "
betrayal doesn't come from your enemies. it had to be then that macaque realized that wukong didn't know how selfish his actions were. wukong's actions might have been the catalyst, but acknowledging those words really hurt when it came from someone who you thought cared for you.
" you're the one who wouldn't quit while WE were ahead ! some GREAT SAGE, always dragging everyone else into his mess ! "
" you're not IN this mess ! you're still free ! everything i did was for US ! "
" YOU DID IT FOR YOURSELF ! "
you can't help but feel bad for macaque. he was lied to by azure. both of their viewpoints that were drastically different from each other. not that wukong was in the right, because, in the end, his actions really wound up being for his own needs. protecting macaque for himself. his brothers in arms as another way to seek immortality. after all, before everything, he was seeking power and something Greater than heaven.
but macaque only saw him as selfish because of being lied to by azure. it led to him betraying wukong's trust and then abandoning him at the mountain. tricked him into thinking that wukong never cared about anyone other than himself.
wukong may have lost everything, but it was the loss of macaque that really shocked him the most. everyone else leaving ? that was fine. it was supposed to him him and macaque anyway. but macaque was free and then wukong pushed him away. he was left with nothing.
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