
Psygnosis
Games People Play
Tome One
Immerse yourself in the fascinating history of Psygnosis, one of the most iconic video game studios of the 1980s and 1990s. Through a detailed exploration of its origins, successes and challenges. Discover how this Liverpool-based company left its mark on the video games industry, with memorable titles such as Shadow of The Beast, Agony and Lemmings. At the crossroads of technological innovation, artistic creativity and gaming culture, Psygnosis has been able to push back the boundaries of what is possible, while coping with increasing economic and technological change.
Trace the key moments in its rise, its daring collaborations, and the reasons for its lasting impact on the video game scene. The indelible legacy of Psygnosis is highlighted through interviews, archives and analysis. The story of Psygnosis is not just the story of a company, but the story of an era when imagination and technology came together to redefine the world of video games.
Psygnosis, the story of a visionary studio
Psygnosis, a name that sounds like a legend in the history of video games, has left an indelible mark on the games industry. Founded in Liverpool in 1985, this British studio is responsible for some of the most innovative and influential productions of its time. A look back at the contributions that have enabled Psygnosis to shape the future of video games with iconic titles, groundbreaking graphics and a creative approach that has redefined industry standards.
A history divided into 2 volumes chronologically retracing the entire journey of Psygnosis, from its origins in the 80s to its closure in 2012.
The beginnings
The creation of the studio in Liverpool by Imagine Software alumni, their vision to create graphically stunning games with Megagames.
Psygnosis and the Amiga – A legendary alliance
How Psygnosis exploited the capabilities of machines like the Amiga and the Atari ST to set itself apart. Psygnosis was born of one ambition: to revolutionise the video games industry. From the outset, the studio distinguished itself by its willingness to go beyond the conventions of the time. In 1986, their first game, Brataccas, marked a turning point. However, it was in 1989, with the release of Shadow of the Beast on the Amiga, that Psygnosis really caused a sensation. With its stunning graphics and memorable soundtrack, this title catapulted the studio into the international spotlight, attracting the attention of gamers and critics alike.
The golden age
The golden age of Psygnosis games on the Amiga, or how Psygnosis was able to push back the limits of the Amiga with revolutionary graphics, animations and sounds with flagship games such as: Menace, Blood Money, and Barbarian. Psygnosis was also a forerunner in exploiting the Amiga’s capabilities to the full. Games such as The Killing Game Show (1990) and Agony (1992) offered visually impressive worlds that pushed back the technical limits of their time.Psygnosis art: a visual and historical exploration
Roger Dean and his covers, his influence on the visual identity of Psygnosis. The role of art in marketing, why Psygnosis game boxes were so unique and iconic.Lemmings: The birth of a timeless classic
One of Psygnosis’ most famous games, and its impact on the industry. How DMA Design created the innovative concept of these little characters to save. The game became a worldwide phenomenon, captivating millions of players and cementing Psygnosis’ reputation as a creator of innovative games.
The most legendary studios and incredible collaborations: Reflections Interactive, DMA Design, Traveller’s Tales and many others…
Numerous interviews tell the story of these revolutionary games...
The CD-ROM adventure
The first Psygnosis games to be released on CD stood out for their innovative graphics and their use of the CD-ROM medium for richer multimedia content, including high-quality cinematics and music. Psygnosis quickly made a name for itself with visually impressive titles and innovative concepts such as Novastorm.The Sony takeover
The acquisition of Psygnosis by Sony in 1993 marked an important turning point in the history of the studio and video games in general. Sony, which was preparing for the launch of its first games console, the PlayStation, saw in Psygnosis a key partner to help it design exclusive games and bring quality titles to its new machine. Sony’s acquisition of Psygnosis was a key strategic element in the initial success of the PlayStation, enabling the console to benefit from exclusive, high-quality games right from launch.This book is not officially endorsed by Sony, but is produced as a tribute to Psygnosis. All games and characters are the property of the copyright holders and are used for evaluation purposes only.
Book details
Weight 2.5 kg - Dimensions 18.5×29.7×3 cm
High quality book printing
Hardcover edition, offset printing, sewn binding - High quality pictures 300DPI
135g glossy coated paper
Soft touch front + UV coating - 2mm cardboard cover
Backer exclusive Stretch goals
20 000€ - Psygnosis Tome One Standard Edition + T-shirt Psygnosis
For each book purchased, an exclusive Psygnosis T-shirt will be offered (a nod to Psygnosis marketing). The T-shirt will only be available for the duration of the campaign. It will also be possible to purchase one or more additional T-shirts for the duration of the campaign.
25 000€ - 8 postcards + 8 exclusive bookmarks
8 postcards + 8 bookmarks, four-colour printing, matt lamination, 350g semi-matt coated.
30 000€ - Collector Box
A collector’s box to hold the first volume.