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Psychic Powers in video games.


  • While you can't create a psychic character in any of the D&D games that aren't based on the Dark Sun setting, several creatures with psychic ability appear in some of the games, such as mind flayers in Baldur's Gate 2 and the Neverwinter Nights games, and the intellect devourer, also in the latter game.


  • Advent Rising, 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 (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.
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  • Aztec Wars: 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 Azure Striker Gunvolt, those with Psychic Powers 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" In Name Only (controlling cyberspace, turning into flies, raising the dead).
  • The title character in the Cate West games receives impressions from certain objects and photographs.
  • Clive Barker's Jericho 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.
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    • 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.
  • Command & Conquer: Red Alert 2 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 Set Right What Once Went Wrong 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 Red Alert 3, the Japanese Empire has Emotionless Girl 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.
  • Diablo II: 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.
  • Fallout features several psychics called Psykers in each of its games. Some are outright stated to be psychic, while others' powers are implied.
    • The Master in Fallout 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 Corridor of Revulsion). He and the Boss Corridor leading to him are able to Mind Rape the player unless they have a Psychic Block Defense prepared.
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    • Hakunin in Fallout 2 was able to use Telepathy to communicate with The Chosen One in their dreams (and somehow download the footage of those dreams to their Pip-Boy).
    • Professor Calvert in Fallout 3's Point Lookout DLC is a Brain in a Jar 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 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 Final Fantasy XV has telekinesis and teleportation powers.
  • First Encounter Assault Recon:
    • 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 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 the Point Man kills him, his psychic abilities also allow him to possess 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 he's a psychic ghost!
    • Also, the Point Man, Michael Beckett, Harold Keegan and Foxtrot 813 all possess the ability to use Bullet Time 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 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.
  • Galerians and its sequel Ash features lots and lots of these, including the player character.
  • The Golden Sun 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 Invisible to Normals. 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 Half-Life 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 direct Combine forces and protect themselves. They get around normally through 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 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 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. The Forerunner Saga implies that this has something to do with "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.
  • Imperium Nova 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.
  • Blip, the porpoise pet from 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.
  • The King of Fighters. 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, Battle Aura, energy balls created by said Battle Aura, Healing Hands (exclusive to Athena and not always in-game avaliable), etc.
  • Kirby: Planet Robobot 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.
  • The Legend of Zelda: Zelda is famous for precognitive dreams, particularly in The Legend of Zelda: Ocarina of Time. 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 Link. Tetra in Phantom Hourglass and Zelda in The Minish Cap are even able to create a (mostly) one-sided connection to Link while being Taken for Granite, allowing them to follow his adventure, not that this helps Link in any kind or way...except for causing Nightmare Fuel sequences upon loading a saved game file in Phantom Hourglass.
  • Mass Effect zigzags on this trope. Officially, there are no psychic powers; however, this 'verse does have Biotics, people exposed in utero to dust-form 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 Telekinetic in power — in fact, one specific branch of biotics is called telekinesis. In-Universe, 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 Mind Control.
    • Meanwhile, the Protheans had Super Senses 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.
  • Metal Gear Solid had Psycho Mantis. Interestingly enough, while he did have abilities like psychokinesis, precognition, and telepathy (telepathy being deconstructed painfully), his favorite (or at least creepiest) use of his powers is to peer beyond the 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 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 Sufficiently Advanced Technology shield — until it turns out she doesn't need it; Ursula and Elisa who are so powerful they get a broken 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 Metroid, the Chozo (and by extension, Samus Aran) are heavily implied to have some degree of Psychic Powers. In particular, Samus can usually summon her Power Suit just by thinking about it.
  • Psychic powers are a staple in the MOTHER series. The powers known as PSI/PK were brought to Earth after being stolen from the alien race by the great-grandfather of the 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.
  • Otherspace features over seventy psionic powers, including telepathy, telekinesis, biokinesis, pre- and postcognition, ESP, and teleportation.
  • 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 Phantom Dust, and contains abilities like levitation, teleportation, and telekinesis.
  • Pokémon: 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 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' Legendary Pokémon are Psychic, and Psychic type Pokémon also have the most 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 type effectiveness, the situation is more complicated: Dark types are 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 that can get past these Pokémon's defenses, but Focus Blast 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 Informed Attribute then anything else. Almost all characters who specialize in Psychic Pokémon are psychic themselves. Kanto Gym Leader Sabrina, Johto Elite Four Will, Hoenn Gym Leaders Tate and Liza, Unova Elite Four Caitlin, Kalos Gym Leader Olympia, and countless NPC trainers. They're usually treated in a positive light, although Sabrina has had various depictions in various continuities.
      • There are only two Psychic-type trainers who aren't confirmed to be psychic themselves: Lucian, the strongest member of the Sinnoh Elite Fournote , and Faba, branch chief of the Aether Foundation.
    • In 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 Reality Warping 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 Psi-Ops: The Mindgate Conspiracy include telekinesis, mind control, and pyrokinesis.
  • Psychic Force, as you might expect from the name, uses this as the explanation of the Elemental Powers of the cast.
  • The point of 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 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 Sam & Max: Freelance Police. Max gains a small slew Psychic powers after coming into contact with Psychically imbued Toys from the Devil's Toybox. 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!
  • Second Sight starred a man with every power on the list above except teleportation.
  • Two examples in the Sonic the Hedgehog series: Blaze the Cat is (unsurprisingly) a pyrokinetic, while 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 Star Control II it was mentioned that some humans have minor... abilities, though never used beyond the flavour text. 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 dominate people on the star system scale and Power Nullifier others created to counter this.
  • StarCraft has the Protoss as a race and the 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 Kerrigan). This aspect is usually more accented in the novels than in the actual game, though.
  • 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.
  • Street Fighter III has SNK Boss Gill and his dual pyrokinesis and cryokinesis (ice manipulation) abilities. His status as Messianic Archetype among the Illuminati is primarily because of his ability to balance these two powers. His Seraphic Wing Limit Break also hints at a third, unidentified power.
    • Psychic powers seem to be the source of Street Fighter II'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 Street Fighter, being a Tarot-reading Fortune Teller with powerful psychic abilities, and relying most heavily on her supernatural power to fight.
      • By extension, M. Bison, whose "Psycho Power" is the corrupted opposite of Rose's "Soul Power".
  • Kamek of the Super Mario Bros. 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 Super Robot Wars 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 Shin Super Robot Wars, 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, 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.
  • System Shock 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 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.
  • Touhou Project has vague psychic powers on some of its characters, but the Komeji sisters have the most obvious:
  • Two examples in Town of Salem: 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 Twilight Heroes fights with the power of their minds.
  • This is the primary arsenal of the Espers from 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 The World Ends with You 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 Composer powers to spam 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 X-COM series, several aliens have psychic powers, and by interrogation and research, humans can learn them as well. In X-COM: Apocalypse "Mutants" have a greater potential, Androids have none (but are immune to alien telepathy in turn).
  • The Flatheads in Zork are telepathic.


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