6. Partnerships and early hits
Psygnosis quickly realized that to consistently deliver great games, it was worth collaborating with talented, independent development teams. The company could act as a publisher and mentor - providing funding, marketing, and know-how, while passionate creators developed games under the owl's wing. This strategy led to several important partnerships.
Around 1987, a group of Scottish enthusiasts knocked on Psygnosis' door. David Jones, Russell Kay, Steve Hammond, and Mike Dailly - four young friends from a computer club in Dundee - had founded a small studio called DMA Design. David Jones was working on his first serious Amiga game, a shooter inspired by Konami's arcade hits. The game, titled CopperCon1, needed a publisher. The team approached various companies - Hewson offered to turn the game into a sequel to their own title (Zynaps), but Jones wanted to preserve his vision. Eventually, they met with Psygnosis - and it was a perfect match. Hetherington and his team saw potential in the shooter prototype. A deal was signed, and the young developers were asked to come up with a new name for the studio (they learned “Acme” was already trademarked elsewhere). They settled on the enigmatic acronym DMA, which they jokingly said stood for both Direct Memory Access and Doesn't Mean Anything.
Thus, Psygnosis became the publisher of DMA Design's first game - Menace, released in 1988. It was a fast-paced space shooter that didn't become an instant classic but received solid reviews (around 75%) and brought arcade-style visuals to the Amiga. For both DMA and Psygnosis, it was a key step forward. Mike Dailly of DMA later recalled: “I had just dropped out of college and didn't know what to do with myself, and suddenly I had a dream job! My mom thought I was crazy - it was the ‘bedroom industry' after all - but I was over the moon.” With Psygnosis' financial help, the young team upgraded their gear - an Amiga with a PC board for faster code compilation - and immediately started on their next project.
That next game was Blood Money (1989) - another shooter from DMA Design, this time more refined and ambitious. The game featured four distinct settings (underwater, ice, space, etc.), each with a different vehicle to control, giving the impression of four games in one. CVG magazine praised its graphics and sound, writing: “a damn good shooter... definitely one of the best in its genre on the Amiga.” Notably, Blood Money had an excellent soundtrack composed by Ray Norrish, with its main theme still fondly remembered by Amiga fans. The game wasn't a massive hit, but it solidified the Psygnosis-DMA relationship. The young Scots would soon return the favor with a project that would catapult both companies to stardom - but more on that later.
Meanwhile, Psygnosis began working with another promising team - Reflections from Newcastle. The studio was founded by Martin Edmondson, a young programmer fascinated by the Amiga's potential. He specialized in technically advanced action games. In 1988, he brought two projects to Liverpool: the completed game Ballistix (a pinball/sports hybrid) and an early demo of something that looked revolutionary - a game then known only as Shadow of the Beast. Psygnosis, already skilled at spotting talent, quickly signed Reflections. Ballistix was released right away (1989) and while not a blockbuster, it sold well and earned decent reviews (around 76%) - praised for its execution, though some noted it resembled the board game Crossfire. But the real fireworks were coming with that second title.
Martin Edmondson had a bold plan: to show what 16-bit machines were truly capable of. He studied Amiga hardware manuals religiously, especially the sections on advanced graphics techniques like parallax scrolling. He set out to make an action game as beautiful as possible - even at the expense of other features. This led to the creation of Shadow of the Beast, released in 1989. And indeed, the game was visually stunning: multi-layered backgrounds scrolled at different speeds to create depth, with more than a dozen layers of parallax, large smoothly animated sprites - all running full speed on a standard Amiga. Add to that a phenomenal soundtrack by David Whittaker, who wrung out melodic, moody tunes from the Amiga's synthesizer, perfectly matching the game's dark fairytale tone.
Psygnosis immediately saw they had something special. Shadow of the Beast came in a deluxe box with another stunning Roger Dean cover (featuring fantastical creatures in a surreal landscape). Even more boldly, the game cost £35 - a very high price at the time - but included a free t-shirt with game artwork! It was a risky marketing move (the game was nearly twice the price of most others), but it paid off: Shadow of the Beast became a sort of luxury item for Amiga owners, a demonstration of their hardware's capabilities. Many bought it just to show off what their Amiga could do.
Was it actually a good game? Opinions were mixed. Reviewers praised the visuals - Zzap! gave it around 83%, noting it was “very pretty, damn hard, and very expensive.” But many also criticized the shallow gameplay: it was mostly about running and fighting in beautiful scenery, without much depth. Some called it “all looks, no substance.” Still, Beast (as fans affectionately called it) sold extremely well - far beyond expectations. For Amiga users hungry for tech demos, it was a must-have. Its success was so great that a sequel was immediately ordered.
Reflections got straight to work on Shadow of the Beast II, released in 1990. The team tried to address the criticism - keeping the style and atmosphere, while improving gameplay and variety. New elements were added, including puzzles and more non-linear levels, though some visual flair had to be scaled back (fewer parallax layers and colors) to free up processing power. Beast II was again warmly received - some magazines gave it over 80%, praising gameplay improvements, while others still found it too difficult or dated, giving lower scores (CVG gave 59%). Still, the game sold very well and was even included in the Screen Gems game bundle, meaning thousands of players got it “for free” with their new Amigas.
The third installment - Shadow of the Beast III - came out in 1992, concluding the series. It was the most refined in terms of gameplay and received strong reviews (mostly 80-90%), but sales were lower as the market had changed, and the series' “pretty but boring” reputation hurt it somewhat. Still, Edmondson and his team had proven their worth, and Reflections would go on to play a major role in the future - more on that later.
Thanks to these partnerships - with DMA and Reflections - Psygnosis became a true powerhouse of the 16-bit era by the turn of the 90s. Their games might not have always had the highest scores, but nearly every title bearing the owl logo caused a stir and felt like an event. The company cultivated an image as a factory of audiovisual masterpieces. And a true commercial breakthrough was just around the corner - in the form of small, green-haired creatures that would forever change puzzle gaming…