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]]>Double Fine has an exceptionally crafted and utterly outrageous game on its hands here, following former circus acrobat and interning psychic investigator Razputin Aquato as he attempts to help the Psychonauts agency avert a psychoactive catastrophe. Between the staggeringly detailed levels, sharp writing and animation, and super-tight platforming and combat, it’s clear that Psychonauts 2 is going to be something we’re talking about for a long time. Don’t believe us? Here’s six reasons Psychonauts 2 is clearly going to be one of the best games of 2021.

Psychonauts was the debut production for Double Fine, the studio formed by Tim Schafer and other members of the legendary LucasArts team that helped bring you Monkey Island, Day of the Tentacle, and Grim Fandango. Double Fine has grown a lot in the last 20 years and that maturity is reflected in the way Psychonauts 2 handles. What we have here is a competent and capable platform-adventure game that is able to capture our collective nostalgia for genre games of the ’90s without feeling beholden to their limitations. Acrobatic movement feels within your control and the camera is easily teased around truly imaginative environments. Psychonauts 2 strikes a fine balance between challenging traversal and joyful exploration, making it an utter delight to immerse yourself in.

We wouldn’t blame you for being unfamiliar with Psychonauts. It’s a 2005 cult classic (translation: a game that few played at the time, but those who did fell utterly in love with it) that got lost in the transition between the Xbox and Xbox 360 generations. The only thing you really need to know is that Psychonauts’ game worlds are built with an imagination untethered from any external logic, and that’s something this sequel runs wild with. Raz has the ability to dive into people’s minds and so each level is completely tailored to their unique brainscape, inner demons, and emotional baggage. It brings this sense of exaggerated creativity to Psychonauts 2 – you never know where you’ll be going next or what you’ll be doing when you get there.

Psychonauts 2 is a generous game. Each of the three brain worlds we were able to play through has a different art style and soundscape, new movement mechanics and combat systems, as well as interesting characters to meet and weird situations to navigate. On top of that, there’s also the Motherlobe to explore – the Psychonauts headquarters that serves as an expandable hub area. It’s here where you’re able to advance the plot, upgrade and customise Raz’s psychic powers, and check in with all of the colorful characters that occupy this twisting space. Raz can dive back into any completed mindscapes too, with your advancing psychic powers opening up new opportunities and collectibles to find in previously explored areas. There’s a lot of game in here.

Psychonauts 2 is really fucking funny. The thing is, I couldn’t point to any one joke as evidence of that because humor is weaved into the fabric of Psychonauts 2’s being. The writing is sharp, of course; Psychonauts 2 has echoes of the off-kilter spirit that helped define the LucasArts era of adventure games. But there’s more to it than that. Comedy flows through everything, from the enemy descriptions and outrageous scenario design, to the perfect line deliveries from the voice actors, to the animation of characters and the way they interact with their environment. There’s an improvisational nature to Psychonauts 2’s design and execution that I really admire. Within minutes of picking up the controller, Psychonauts 2 had me quietly chuckling to myself and that never let up. Modern games rarely register so many laughs-per-minute.

I think it can be easy for people (myself included) to fall into this trap of claiming that any video game that arrives with spirited characters, a colorful design, and carefree adventuring as evoking the spirit of old Saturday morning cartoons – the same praise was heaped on Ratchet & Clank: Rift Apart earlier this year. The thing is, Psychonauts 2 captures a particular vibe – it’s of that era where off-kilter Cartoon Network, Nickelodeon, and FOX Kids programming reigned supreme. There’s a carefree irreverence built into Psychonauts 2’s presentation, with its humor and themes walking that perilous tightrope of being overtly kid-friendly but secretly designed to appeal to the adults that are forced to watch over-shoulder. With its broader narrative, small character dramas, fun action sequences, and bespoke levels all colliding without friction, Psychonauts 2 really does feel like you’re in charge of a cartoon from the late ’90s and early ’00s.

I was surprised by a lot of things in my time with Psychonauts 2 – the cinematic nature to its presentation and the tight handling of both platforming and combat, primarily – but the one thing that has really stuck with me is just how damned confident it is. Psychonauts 2 opens with a mental health advisory, warning players that the game contains “artistic interpretations of serious mental health conditions including addiction, PTSD, panic attacks, anxiety, and delusions.” While each of us experience these things differently, and will have different reactions to the way Double Fine has presented and handled the subject matter as a result, I know that the way Psychonauts 2 explored the perils of addiction and negative thought attribution cycles – as well as the twisting, all-consuming nature of panic attacks and anxiety – really resonated with me.
Psychonauts 2 deals with difficult themes carefully and yet without reservation, approaching each of the brain levels – a reflection of the state of mind of the person you are encountering – with empathy and without judgement. Barely an hour would go by without the game forcing me to think a little more broadly about the situation the game had placed me in or my own experience in life. I’d be laughing away at some outrageous personification of addiction or anxiety, only for a line of dialogue or metaphoric sequence of play to leave me momentarily breathless. That’s part of the appeal, and genius, of what I have played of Psychonauts 2 so far: it’s imaginative, intuitive, and very funny, but it’s also fearless in its embrace of its subject matter. That’s a rare quality to be found in a AAA game, and I can’t wait to see if Double Fine can maintain that balance throughout the entire experience with it releases for Xbox Series X, Xbox One, PC, and PS4 on August 25, 2021.
Check back in with GamesRadar all week for more on Psychonauts 2. In the meantime, we ask Double Fine studio head Tim Schafer whether we should expect Psychonauts 3 or something else entirely.
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]]>The post Double Fine restored cut Psychonauts 2 content after joining Xbox Game Studios appeared first on Game News.
]]>“With Psychonauts 2, we could see the end of our budget coming up, and so we had cut a lot of stuff,” Tim Schafer told Games Industry (opens in new tab). “We had cut our boss fights. Now we are able to put those back in, and we’re like, ”we think people would have noticed if we didn’t have those boss fights.’ Being able to complete the game in the way that it was meant to be was very important.”
Schafer also noted that joining Microsoft has opened up the studio’s future plans and removed financial pressure from other parts of the studio. “When you only have a certain amount of time and money, you might jump into a part of the game that you’re not ready to jump into, or start working on art before you’re ready with design,” he says. “But now I look forward to this era where we are doing everything for what is right for the game.”
“You do think about where we’re going to get the next six months of salaries from,” he adds. “That fills your mind a lot, and I am just getting used to my mind being free of that. Being able to apply it to games and creativity has been an adjustment, but a really great adjustment.”
Double Fine joined the Xbox Game Studios ranks alongside several other high-profile studios, including Obsidian, Ninja Theory, and The Initiative. With Senua’s Saga: Hellblade 2 (opens in new tab), Ninja Theory has become one of Microsoft’s next-gen pillars, and we’re expecting to see more first-party games from Xbox Game Studios announced at this month’s Xbox Series X showcase (opens in new tab).
For more on Psychonauts 2, check out this hands-on preview (opens in new tab) from Edge.
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]]>The post Psychonauts 2 gameplay is here, check out everything Raz can do so far appeared first on Game News.
]]>As game director Tim Schafer says in this behind-the-scenes peek, everything you see here is a prototype. It’s been built as an exercise for the team so they can nail the fundamentals like walking, jumping, combat, and art direction before moving on to actually building the proper game. Still, it’s a good look at what Raz can (or rather, will be able to) do in Psychonauts 2. Let’s check out his moves:
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