Follow TV Tropes


History PsychicPowers / VideoGames

Go To

Added DiffLines:

%% This page has been alphabetized. Please add new examples in the correct order.
PsychicPowers in video games.

* While you can't create a psychic character in any of the D&D games that aren't based on the ''TabletopGame/DarkSun'' setting, several creatures with psychic ability appear in some of the games, such as mind flayers in ''VideoGame/BaldursGate 2'' and the ''VideoGame/NeverwinterNights'' games, and the intellect devourer, also in the latter game.


* ''VideoGame/AdventRising'', oh so much. The humans here are ''the'' psionic race, and as such are worshiped as gods by some of the alien races. By the end of the game, it is easy to see why: the protagonist, Gideon Wyeth, gets augmented strength and speed, healing factor, telekinesis, force fields, electromagnetic bolts (and tied to that devastating energy explosions), ice bolts, gravity control ([[TechnoBabble and through it time control and what is essentially a teleport]]), and, oh yeah, that nifty ability to create microscopic black holes which you use against the epilogue boss.
* ''VideoGame/AztecWars'': The Chinese "Yoga" unit apparently attacks enemies with magical lightning generated with their psychic powers. It's also possible to build a "yoga tower", a defense turret which blasts all enemies nearby with the same kind of lightning.
* In ''VideoGame/AzureStrikerGunvolt'', those with PsychicPowers are known as "Adepts" and their powers are referred to as "Septima." These powers run the gauntlet, from abilities that fit the standard idea of psychic powers (such as telekinesis, controlling machinery, creating wormholes) to the unusual (elemental powers like ice, water, fire and lightning), to flat-out "psychic" InNameOnly (controlling cyberspace, turning into flies, raising the dead).
* The title character in the ''Cate West'' games receives impressions from certain objects and photographs.
* ''VideoGame/CliveBarkersJericho'' has a few psychic side-characters, most notably Hanne Lichthammer, an extremely powerful psychic/telepath, who leads a unit of soldiers trained in psychic warfare. After her death and subsequent revival thanks to the powers of the Firstborn, her powers increase to even greater levels than before. Not only is she able to telepathically control her '''entire army''', she is also extremely fond of delving into the minds of others, exposing their deepest memories, demons, and fears, and using this information against them (she rather cruelly does this to Billie Church). As an extreme sadist, she also gains great pleasure from using her powers to break the minds of her victims, driving them completely insane and causing them to do dreadful things, such as devouring their own children or dissecting themselves.
** Another of the game's villains, Arnold Leach, is also shown to be a telepath, although less emphasis is put on his powers.
** The minor character of Patrick Buckland is also shown to be a psychic, although it is not made entirely clear on just how powerful he is.
* ''VideoGame/CommandAndConquerRedAlert2'' used this as one of its main gimmicks. In the vanilla game, the Soviet agent Yuri uses his psychic abilities, amplified with Psychic Beacons, to mind-control large parts of the USA. He performed a psychic possession via TELEPHONE. In the expansion pack ''Yuri's Revenge'', he goes rogue and uses Psychic Dominators to take over the entire world (until a bit of SetRightWhatOnceWentWrong takes place) and commands pyrokinetic Initiate footsoldiers and mind-controlling clones of himself as well as giant mobile brains and towers with similar abilities.
** In ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', the Japanese Empire has EmotionlessGirl Yuriko Omega, who in the normal game can lift up ground objects like soldiers and tanks, destroy buildings by ripping them apart, pull aircraft out of the sky and send a shockwave to kill infantry around her. In the expansion in her own campaign, she learns psychic possession, how to throw enemies at each other and energy shielding. The Imperial superweapon is powered by ''six'' clones of her.
* ''VideoGame/DiabloII'': The former mage clan that became the Assassins, have developed psychic powers such as mind control as one of the supernatural abilities that are an alternative to their old demonically influenced magic.
* ''VideoGame/{{Fallout}}'' features several psychics called Psykers in each of its games. Some are outright stated to be psychic, while others' powers are implied.
** [[BigBad The Master]] in ''VideoGame/Fallout1'' gained psychic powers after being mutated by the Forced Evolutionary Virus, and unlocked similar abilities in a handful of his followers by injecting their brain with FEV (most either went insane or had their flesh used to line the [[BossCorridor Corridor of Revulsion]]). He and the BossCorridor leading to him are able to MindRape the player unless they have a PsychicBlockDefense prepared.
** Hakunin in ''VideoGame/Fallout2'' was able to use {{Telepathy}} to communicate with [[PlayerCharacter The Chosen One]] in their dreams (and somehow download the footage of those dreams to their Pip-Boy).
** [[BigBad Professor Calvert]] in ''VideoGame/Fallout3'''s Point Lookout DLC is a BrainInAJar capable of using {{Telepathy}} to communicate over long distances. He uses this to convince an army of tribals that he's a god and conquer what remains of Maryland for him.
** Some characters appear to have psychic links with Wasteland creatures, such as Melchior and [[SuperVillain The AntAgonizer]].
** A few characters are gifted with precognition, such as The Forecaster, Mama Murphy, and possibly the Nightkin residing in Black Rock Cave.
* Noctis Lucis Caelum of ''VideoGame/FinalFantasyXV'' has telekinesis and teleportation powers.
* ''VideoGame/FirstEncounterAssaultRecon'':
** [[CreepyChild Alma]] possesses incredibly powerful natural psychic abilities, ranging from simple telekinesis and pyrokinesis to the ability to boil the flesh off human bodies, reanimate the dead as either soldiers or hostile psychic ghosts, induce hallucinations, possess and control certain minds that have attained "synchronicity" with hers, and in a few cases actually [[RealityWarper rewrite reality around her.]] In fact, her psychic powers are so potent that they allowed her to survive drowning for six days without life support, and her psychic ghost retains all of her psychic powers. She also appears to be able to control the Replica soldiers and read minds.
** Paxton Fettel possesses the ability to control the Replica forces, and to perceive information from them. After [[spoiler: the Point Man kills him,]] his psychic abilities also allow him to possess [[spoiler: Foxtrot 813.]] However, we don't get a good understanding of what the man himself is ''truly'' capable of until the third game. He can generate blasts of telekinetic force, possess other bodies, seize enemies and hold them up in the air, generate defensive shields, and blow people to pieces with his mind. This is while [[spoiler: he's a psychic ghost!]]
** Also, the Point Man, Michael Beckett, [[spoiler: Harold Keegan]] and [[spoiler: Foxtrot 813]] all possess the ability to use BulletTime due to their attunement with Alma and their psychic powers resulting from it. Int he non-canon ''Perseus Mandate'' expansion, the Nightcrawler Commander also has this ability. Most of the soldiers in Team Dark Signal (Beckett's squad) possess at least latent psychic powers, which is why Alma targets them.
** In ''F.E.A.R. 3'', Armacham has created special soldiers called "Phase Casters" who utilize a combination of psychic abilities and technology to generate powerful defensive shields and to [[MookMaker warp soldiers into the battlefield]] by creating gateways through solid objects. The more powerful Phase Commanders are able to do this as well as walk through walls, teleporting around the battlefield.
* ''VideoGame/{{Galerians}}'' and its sequel ''Ash'' features lots and lots of these, including the player character.
* The ''VideoGame/GoldenSun'' series has "Psynergy", which also includes all of these powers. However, unlike in most universes, any powers which seem to be psychic in nature originate from one of the four magical elements--except in rare cases, where they come from magical artifacts you must equip to use them.
** The physical manifestations of the powers are InvisibleToNormals. Normal people will see an object move or be lifted, for example, while Adepts (who use the power) will see a large hand actually moving the object.
* The ''VideoGame/HalfLife'' series has the Advisors, which appear to be the leaders of the trans-universal Combine empire. To make up for their physical weakness (as they're basically giant limbless grubs) they've developed tremendous psychic power, which they use to both [[{{Telepathy}} direct Combine forces]] and [[MindOverMatter protect themselves]]. They get around normally through [[PowerFloats levitation]]. An injured Advisor is shown to effortlessly immobilize multiple adult humans by crushing them against walls, crumple a metal barrel like a tin can, and completely shred the roof of the barn it was housed in to form a whirling shield of debris.
* The ''Franchise/{{Halo}}'' series has this in minor doses in the form of the Flood. The hivemind organize and communicate with their Gravemind via a form of telepathy. The Gravemind itself also communicates telepathically with Master Chief in ''VideoGame/{{Halo 3}}''... mostly just to taunt and threaten him. Also in the third installment, it can talk to Master Chief indirectly, by talking through one of the pure Flood forms. ''Literature/TheForerunnerSaga'' implies that this has something to do with [[spoiler:"neural" physics, the same esoteric science that allowed the Flood's Precursor ancestors to create an immaterial and sapient information repository accessible from anywhere in the galaxy.]]
* ''VideoGame/ImperiumNova'' includes psionics as a sphere of operation. The nature of psionics varies from galaxy to galaxy, depending on the preference of the players, but the fact that it provides a mechanical benefit to covert operations provides a base from which to develop fluff.
%%* ''VideoGame/JoeDeversLoneWolf'', being an adaptation of the gamebooks listed above, feature the same tropes.
* Blip, the porpoise pet from ''VideoGame/{{Insaniquarium}}'' has psychic powers enabling him (and therefore the player) to sense when fishes are hungry and to foresee the exact spot at which aliens will appear.
* ''VideoGame/TheKingOfFighters''. Pyrokinesis is passed down genetically through the Kusanagi and Yagami clans, with the Kusanagi having regular red and orange flames and the Yagami having "cursed" purple flames. One character, Ash Crimson, possesses green flames, but how he got them is left unexplained. There's also Athena Asamiya and her Psycho Soldier Team; they seem to relay both in han-to-hand fighting and psychic skills that include telekinesis, teleportation, BattleAura, {{energy ball}}s created by said BattleAura, HealingHands (exclusive to Athena and not always in-game avaliable), etc.
* ''VideoGame/KirbyPlanetRobobot'' introduces the ESP ability, which allows Kirby to use psychokinetic powers such as a psychic sphere that explodes immediately and can use it to solve puzzles. In addition, he can also teleport via invisibility and then reappear at the moment the B button is released.
* ''VideoGame/TheLegendOfZelda'': Zelda is famous for precognitive dreams, particularly in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. For that matter, Link in ''Ocarina of Time'' could be included in this category for also having a precognitive dream at the very beginning of the game.
** Zelda also tends to have a certain degree of telepathy, which she often uses to give guidance to [[TheHero Link]]. Tetra in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and Zelda in ''[[VideoGame/TheLegendOfZeldaTheMinishCap The Minish Cap]]'' are even able to create a (mostly) one-sided connection to Link while being TakenForGranite, allowing them to follow his adventure, not that this helps Link in any kind or way...except for causing NightmareFuel sequences upon loading a saved game file in ''Phantom Hourglass''.
* ''Franchise/MassEffect'' zigzags on this trope. Officially, there are no psychic powers; however, this 'verse does have Biotics, people exposed in utero to dust-form [[{{Unobtainium}} Element Zero]], the exotic matter used to create the eponymous Mass Effect. If it doesn't cause miscarriage-inducing fetal cancer, the dust-form eezo collects in nodules throughout the nervous system. Through biofeedback, a Biotic can learn to create their own mass effect fields and manipulate things. However, for their powers to have any practical use, they have to undergo brain surgery to have an implant installed that syncs up all the nodules in their body to amplify the effects. A botched surgery can have unpleasant neurological side effects. These are purely [[MindOverMatter Telekinetic]] in power -- in fact, one specific branch of biotics is ''called'' telekinesis. InUniverse, biotics actually face prejudice because of people assuming that they ''are'' psychic, with biotics often having to explain that their powers don't include telepathy or MindControl.
** Meanwhile, the Protheans had SuperSenses so developed they were practically psychic powers; they could sense information imprinted on a genetic level, so a mere touch could allow them to understand literally ''everything'' about an individual and even, by extent, their species. This ability was apparently common-place during their Cycle.
* ''VideoGame/MetalGearSolid'' had Psycho Mantis. Interestingly enough, while he did have abilities like psychokinesis, precognition, and telepathy (telepathy being [[{{Deconstruction}} deconstructed painfully]]), his favorite (or at least creepiest) use of his powers is to [[MetaGuy peer beyond the]] [[NoFourthWall fourth wall]]...
** Other entries in the Saga give us The Sorrow, able to speak with the dead, whose powers are so strong that he is even able to return from the dead in a sort of [[NotQuiteDead near death experience]]; The Sorrow's son, Revolver Ocelot inadvertently becomes possessed by his former boss's severed arm; Fortune, who throughout the second game is protected by a SufficientlyAdvancedTechnology shield -- until it turns out she doesn't need it; [[JekyllAndHyde Ursula and Elisa]] who are so powerful they get a broken [[HumongousMecha Metal Gear]] working and make a prediction about the future; and Gene, who...the screen flashes purple with his face superimposed and you start taking damage. He's also near impossible to hit; he cuts bullets with a bowie knife.
* In ''VideoGame/{{Metroid}}'', the [[{{Precursors}} Chozo]] (and by extension, Samus Aran) are heavily implied to have some degree of Psychic Powers. In particular, Samus can usually summon her [[PoweredArmor Power Suit]] just by thinking about it.
* Psychic powers are a staple in the ''VideoGame/{{MOTHER}}'' series. The powers known as PSI/PK were brought to Earth after [[spoiler:being stolen from the alien race by the great-grandfather of the [[VideoGame/MOTHER1 first game's]] protagonist]]. (This would lead into events in said game and acts as footing for the other two.) In the games themselves at least two or three members of your party will be able to use those powers with differences in who can use each. Most if not all the powers listed above (plus some not listed) are seen but not to every character and not in every game.
* ''VideoGame/{{Otherspace}}'' features over seventy psionic powers, including telepathy, telekinesis, biokinesis, pre- and postcognition, ESP, and teleportation.
* ''VideoGame/{{Persona 5}}'' has the "Psy" skill family, which does extra damage to enemies susceptible to mental status effects like confusion or charm.
* "Psycho" is one of the five types of powers in ''VideoGame/PhantomDust'', and contains abilities like levitation, teleportation, and telekinesis.
* ''Franchise/{{Pokemon}}'': One of the types is Psychic. Moves with this type cover all the specific powers listed above, and many of them can be learned by Pokémon that aren't Psychic-types themselves. The typing, due to various reasons, was [[GameBreaker ridiculously overpowered]] in the first generation, but later generations of the franchise have balanced it out much more. Now, while Psychic-types are relatively common and useful in the game itself and in competitive play, they're not all the game-breaking powerhouses they were originally.
** Despite Psychics technically not being as powerful as they were at the start, they're still one of the most powerful types, if not ''the'' most offensively. In fact, in terms of move power and accuracy, the Psychic-type wins hand down. The stats can be found [[ here.]] Psychic-type Pokémon are also among the most powerful: almost half of the series' [[OlympusMons Legendary Pokémon]] are Psychic, and Psychic type Pokémon also have the most [[SuperMode Mega Evolutions]] out of any type. Very rarely do non-Psychic type Pokémon gain offensive Psychic type moves, so it does not suffer from the same problem as Ice, where due to the type's weaknesses more people use Ice-type moves then they do Ice-type Pokémon. In terms of [[ElementalRockPaperScissors type effectiveness]], the situation is more complicated: Dark types are [[NoSell immune to Psychic-type moves outright]] and Steel types resist them. Psychic-types are capable of learning moves such as Focus Blast, Dazzling Gleam, and Signal Beam [[ScissorsCutsRock that can get past these Pokémon's defenses]], but Focus Blast [[PowerfulButInaccurate has shaky accuracy]] and the latter two are resisted by Steel-types. It's rare for Psychic-type Pokémon to learn any other moves for coverage. This normally wouldn't be a problem, except Dark-types are one of the most common types offensively and Steel-types are the best defensive type in the game. The type also has three weaknesses with only two resistances, and rather shaky physical Defense, making it much poorer defensively.
** In addition to Psychic Pokémon, the games also often have humans with psychic powers as well. However, just like all other humans in the games, they rely on their Pokémon to battle and how powerful they are is really more of an InformedAttribute then anything else. Almost all characters who specialize in Psychic Pokémon are psychic themselves. Kanto Gym Leader [[TheStoic Sabrina]], Johto Elite Four [[VillainousHarlequin Will]], Hoenn Gym Leaders [[HalfIdenticalTwins Tate and Liza]], Unova Elite Four [[IllGirl Caitlin]], Kalos Gym Leader [[{{Seer}} Olympia]], and countless NPC trainers. They're usually treated in a positive light, although Sabrina has had [[DependingOnTheWriter various depictions]] in various continuities.
*** There are only two Psychic-type trainers who aren't confirmed to be psychic themselves: [[BadassBookworm Lucian]], the strongest member of the Sinnoh Elite Four[[note]]Although with the way his character is, no one would be surprised if he was[[/note]], and [[TheProfessor Faba]], branch chief of the Aether Foundation.
** In ''[[VideoGame/PokemonXAndY X and Y]]'' the guy who battles you in Inverse Battles is one of the Psychic trainers, and he claims to create the effect with his own powers. This would likely be a very powerful RealityWarping effect, as the Inverse Battle turns the whole Type Chart backwards in regards to the resistances and weaknesses of Pokémon. (He claims that it's exhausting to him, the reason he can only do it once a day.)
* The powers of Nick Scryer from ''VideoGame/PsiOpsTheMindgateConspiracy'' include telekinesis, mind control, and pyrokinesis.
* ''VideoGame/PsychicForce'', as you might expect from the name, uses this as the explanation of the ElementalPowers of the cast.
* The point of ''VideoGame/{{Psychonauts}}''. Raz learns such powers as telekinesis, pyrokinesis, and levitation; various campers and staff have other specialties, and the local wildlife at Whispering Rock includes things like [[BearsAreBadNews telekinetic bears]] and firestarting cougars. The levels are various people's minds---first your teachers in order to learn to use your powers, then later the patients of an insane asylum.
* A key gameplay element of the third season of ''VideoGame/SamAndMaxFreelancePolice''. Max gains a small slew Psychic powers after coming into contact with Psychically imbued Toys from the Devil's Toybox.[[spoiler: The true source of this power is the deadly tumor that he contracts, but he uses the toys as a Focus.]] These powers also tax his system with repeated (ab)use.
-->'''Sam''': Are these powers dangerous for Max at all?\\
'''Dr. Momma Bosco''': Well... probably not. If he's careful and uses them responsibly.\\
'''Sam''': And what if it's Max?\\
'''Dr. Momma Bosco''': Then he'll overwork his brain so much that it catches fire and explodes.\\
'''Max''': Oh I have ''got'' to see that!
* ''VideoGame/SecondSight'' starred a man with every power on the list above except teleportation.
* Two examples in the ''Franchise/SonicTheHedgehog'' series: [[Characters/SonicTheHedgehogOtherProtagonists Blaze the Cat]] is ([[StevenUlyssesPerHero unsurprisingly]]) a pyrokinetic, while [[Characters/SonicTheHedgehogOtherProtagonists Silver the Hedgehog]] uses psychokinesis and levitation.
** Amy also has some psychic abilities, according to one of the manuals, though they don't come up much. This ''would'' explain her uncanny Sonic-finding abilities, and certain other plot-critical encounters with Shadow and Silver.
* In ''VideoGame/StarControlII'' it was mentioned that some humans have minor... abilities, though never used beyond the flavour text. [[GreenSkinnedSpaceBabe Syreen]] excel at it--their ships has a weak weapon but ''large'' telepathic amplifiers and can use them to devastating effect. We encounter an old species who used their power to [[CompellingVoice dominate]] people on the star system scale and PowerNullifier others created to counter this.
* ''VideoGame/StarCraft'' has the Protoss as a race and the [[SuperSoldier Terran Ghosts]] as individuals with psychic powers. Even the Zerg have them to the degree of being able to communicate over great distances through the hive mind and the Overlords, Cerebrates, and Overmind (and later [[spoiler:Kerrigan]]). This aspect is usually more accented in the novels than in the actual game, though.
* ''{{VideoGame/Stormrise}}'' has this in the form of "Sai energy", which the different Sai troops can use to, among other things, create blades or whips that come out of their arms, bend light around you at will, control enemy units for a limited time, teleportation, etc.
* ''VideoGame/StreetFighterIII'' has SNKBoss Gill and his dual pyrokinesis and cryokinesis (ice manipulation) abilities. His status as MessianicArchetype among the Illuminati is primarily because of his ability to balance these two powers. His Seraphic Wing LimitBreak also hints at a third, unidentified power.
** Psychic powers seem to be the source of ''VideoGame/StreetFighterII'''s yoga master Dhalsim's abilities--levitation, teleportation, limited shapeshifting (the whole rubber limbs thing), and fire-breathing--though he comes by them through a very spiritual path of meditation and introspection.
** Rose is the primary psychic among the cast of ''VideoGame/StreetFighter'', being a [[TarotMotifs Tarot-reading]] FortuneTeller with powerful psychic abilities, and relying most heavily on her supernatural power to fight.
*** By extension, [[BigBad M. Bison]], whose "Psycho Power" is the corrupted opposite of Rose's "Soul Power".
* [[TheDragon Kamek]] of the ''VideoGame/SuperMarioBros'' series has precognitive abilities; he kidnapped the baby Mario Bros. because he foresaw that they would become a thorn in his master Bowser's side. He didn't count on the Yoshis' interference, though...
* In the various ''VideoGame/SuperRobotWars'' games, some of the original characters are "Psychodrivers", which is a telekinetic ability that enables them to use attacks unavailable to normal people.
** The Pyschodrivers have the ''Telekinesis'' skill, which not only allows a pilot to use certain attacks (but it's a multi-level skill, so just having Telekinesis isn't enough; you might need L8 for some attacks, and only L4 for others, for example), but also passively increases their attack/defense ratings by a small amount. Not everyone is a Psychodriver though, and plenty of the badasses do fine without it.
** After smacking around numerous bad guys in a Space Route Scenario in ''VideoGame/ShinSuperRobotWars'', your people are impressed at the SRX's massive power. Too bad the pilots still need a lot more training before they can be called fully qualified. At least the base is toast and you can head off to the Angel Halo, though Amuro notes that Aya Kobayashi is looking a bit green in the gills from all the psychic power she has to expend to keep the SRX together. Hayato agrees to give them one day off. Aya confesses to Amuro later that she is in fact an Esper, apologizing for misleading him earlier. She's not entirely thrilled with her powers, which Amuro can relate to quite well...
** The einst also have this ability, but it seems a little different from the TK fields produced by Psycho drivers. They can communicate telepathically with each other, [[spoiler:Kyosuke, and Excellen and since Excellen is an Einst, their connection is stronger, and Alfimi hijacks her mind a few times.]]
** Lorenzo Cabot was given telekinesis and other abilities after finding an alien crown.
* ''VideoGame/SystemShock 2'' features psionic abilities as one of the possible character paths. However, the game states that naturally, psionic abilities in humans are extremely weak, only detectable in a laboratory. Therefore, psi-users must make use of a [[AppliedPhlebotinum psionic amplifier]] in order to access some of the nifty abilities - cryo/pyrokinesis, telekinesis, psycho-stimulated regeneration, and teleportation and matter manipulation at higher levels.
* ''[[VideoGame/{{Touhou}} Touhou Project]]'' has vague psychic powers on some of its characters, but the Komeji sisters have the most obvious:
** Satori Komeji, being a... well, [[SpeciesSurname satori]], a mind-reading species of {{youkai}}, has the power to read people's hearts and minds with her [[ExtraEyes third eye]]. Satori uses her powers for [[PowerCopying copying superpowers from other people]], making her a functional CallBack MirrorBoss. [[ForgotAboutTheMindReader Her powers]], combined with her [[MindOverManners species' compulsion]] [[AMindIsATerribleThingToRead to say people's thoughts out loud]], [[DeconstructedTrope has made her one of the most disliked beings amongst humans and youkai alike]], which in turn eventually lead her to exile herself to [[FantasyGhetto the Underground]] where she lives with her animal pets; the only beings that appreciate her being able to understand them.
** Koishi Komeji gave herself a PokeInTheThirdEye, which cut her off from reading the conscious mind, but gave her the ability to manipulate the subconscious of others. She uses this to [[PerceptionFilter turn herself functionally invisible]] by scrambling people's ability to recognize what they see when they see her (making them think ItsProbablyNothing). Closing her third eye also gave her an unsettling side effect: she became an EmptyShell, never actually thinking or feeling at all and only performing actions subconsciously. She now wanders all over Gensokyo in a sort of daze, going wherever her subconscious wills her and sometimes becoming some lone child's ([[NotSoImaginaryFriend not so]]) ImaginaryFriend.
** The heroine, [[{{miko}} Reimu Hakurei]] has a vague power of "intuition" that allows her to somehow just make lucky guesses at the plots and powers of the various youkai she goes out exterminating. This is generally explained as part of the package of HardWorkHardlyWorks she gets for [[SuperpowerfulGenetics just being born a Hakurei]].
** Sumireko Usami, whose explicit ability is to manipulate psychic powers. Among other things, she can teleport, has telekinesis, pyrokinesis, and hydrokinesis.
* Two examples in ''VideoGame/TownOfSalem'': The Medium role is able to communicate with dead players and possibly share any information from them to the rest of the town, and the Psychic role receives visions each night. Visions on odd nights will give them three player names where at least one of them is an evil role, while even nights will give them two names where at least one of them is a member of town or a benign neutral role (examples being a Survivor or Guardian Angel).
* The Psion class in ''VideoGame/TwilightHeroes'' fights with the power of their minds.
* This is the primary arsenal of the Espers from ''VideoGame/WildStar''. Psychic blades? Telekinetically launching psyblades? Delusions for your enemies and inspiring visions for your allies? Yes, ''please.''
* Everyone who plays The Reaper's Game in ''VideoGame/TheWorldEndsWithYou'' is called an [=ESPer=], and are given Psychic Powers (called Psyches) by their pins. Every Player has the power to "scan" (allowing them to read minds and see Noise Symbols), and each player usually has one additional psyche pin they can use. (Shiki uses "Groove Pawn", to animate her stuffed cat, Joshua uses his [[spoiler:Composer powers]] to spam [[WhatDoYouMeanItsNotSymbolic Jesus Beams]], and Beat uses "Respect" to... um... hit things). Neku (by virtue of being the protagonist) can use ''any'' psych pin. Remember kids, fashion is magical! (If you're dead anyway...)
* In ''VideoGame/XCom'' series, several aliens have psychic powers, and by interrogation and research, humans can learn them as well. In ''VideoGame/XComApocalypse'' "[[HalfHumanHybrid Mutants]]" have a greater potential, Androids have none (but are immune to alien telepathy in turn).
* The Flatheads in ''VideoGame/{{Zork}}'' are telepathic.


Showing 1 edit(s) of 1


How well does it match the trope?

Example of:


Media sources: