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Psychonauts 2 Review

Tim Schafer and Double Fine's team of artists are the best when it comes to video game writing

By Cecilia WangPublished 4 years ago 9 min read

Tim Schafer and Double Fine's team of artists are the best when it comes to video game writing. This development team has demonstrated time and again that you only need a little ingenuity to create memorable video games.

Double Fine has made a name for itself by combining creative art design, simple gameplay and great writing to create innovative experiences. This was more evident than in 2005's Psychonauts. Double Fine's greatest opus, Psychonauts, has survived the test of time. Psychonauts remains a favorite of many, including me. Psychonauts is considered the best Schafer game. 16 years on, can Psychonauts 2 still live up to the high expectations of the original? It is a clear, unwavering yes.

Following up less than 3 days after the Whispering Rock incident, Psychonauts 2 starts in the cubicle-ridden offices of the Motherlobe, the headquarters of the titular Psychonauts that was consistently alluded to throughout the first game. The stage is set for a story that will reveal the dark secrets of their past and change their future. Raz begins to find the mole in the organization. The story unravels in digestible layers, as the past is linked to the present. It presents a mystery unlike any I have ever seen. Psychonauts 2 allows you to simultaneously track a story in the present and past with a unique plot. This could be difficult for smaller games.

Jumping between the minds of the eccentric new cast members will reveal their traumas, fears and identities. This is a poignant connection between gameplay, story, and the original game. Mind-bending effects are employed with reckless abandon in order to sell the illusion of being inside someone's mind. There is tons of optional world building, backstory and collectibles that can be found within.

It is difficult to describe how well-rounded each main character and plot point are in this sequel. The classic characters are back as if they never stopped moving. Sasha Nein, a closeted, nicotine-addicted, calculating sadist, is still there, while Ford Cruller, a broken, kooky old gentleman living in Raz's head, is still there. Even though Coach Oleander is an antagonist in the previous game, the detailed and charmingly presented recap will show that he remains as untrusting and brash as ever. Although nostalgia may play a significant role in these characters' welcome return, the hilarious writing and outstanding voice acting will ensure that you are entertained no matter how many times Milla calls you "Daaaarliing".

Not only are the new supporting characters worthy of praise, but so is Morris. Morris, a disabled boy with a psychic handicap who runs a secret pirate radio station. He's so secretive that it's been told to just about everyone. Bob Zanottto is an original member, and he lives alone in the Motherlobe forest after his husband died. Although they don't see as much screentime as the campers from the first game they are just as fleshed-out and vibrant and add a lot to this game through side quests as well as their important roles in the overall story.

Original Psychonauts is a 3D platformer that resembles an old LucasArts adventure game. You'll need to solve environmental puzzles and exhaust the dialogue lines between dozens NPCs. Also, you can explore every corner of the game world looking for secrets and collectables. And, you can jump between different moving platforms. Psychonauts 2 is easy to use and feels like it's never slowed down. Every move Raz learned in the original game is retaught organically to the player during the second level.

Psychonauts 2 improves every aspect of character control, even though the controls in the original game are not bad. Raz's small touches such as balancing on uneven/sloped surfaces by putting his head forward and Raz putting his arms out to balance make the game visually stunning. This helps him gain weight. It also makes the platforming and exploration feel more fluid. It's the most satisfying double jump in gaming. The bouncy, floaty return and new traversal moves such as Mental Connection make it feel quick.

The level design is just as innovative and cutting-edge as ever. The Motherlobe, the new huge hubworld, and all its surrounding areas are meticulously designed with a strong grasp on this universe's reality. You can speed down your levitation ball by winding hallways. There are also dozens of side areas that offer small, rewarding platforming challenges and environmental puzzles. Psychonauts 2's vast cast of characters are the place where "realism” is out of the picture and concepts are transformed into large linear platforming landscapes. There are always plenty of fun, creative and well-designed areas in which to test your skills. Raz is such a joy, it's impossible to feel overwhelmed or insurmountable.

Psychonauts 2's AAA-level presentation makes this even more appealing. This "no straight lines" approach in art design gives off a Saturday morning cartoon vibe. Every corner of the game is packed with details. A wall covered in graffiti or in-jokes, for example, can be seen as a reminder of how much detail there is. The Motherlobe is filled with NPCs, each unique in their voice and rich with dialogue. This adds credibility to an otherwise impossible world and provides moments of humor and brevity as you travel through the Motherlobe on your way to the many side missions.

Psychonauts 2 is a cinematic adventure video game that doesn't have its fair share cutscenes. The character models look great from all angles. Depth of field effects draw attention to the outstanding facial animation work that brings out emotions in a way never imagined possible in 2005. It uses stylistic techniques such as match-cutting or dolly zooms to keep the camera from becoming boring or uninteresting while still maintaining visual flair. The game's first hour is filled with memorable moments, such as the Psycho-Synergy sequence. It features a great score, split screen effects and characters cutting through the screen to talk over one another ridiculously.

It would be remiss of me to praise the presentation and writing without mentioning the extensive, high-quality voice work that is on display. Raz has five unique lines of voice just for checking the microphone. NPCs in the Motherlobe chatter to each other, creating little stories that follow your progress through the story. There will be plot-relevant conversations, such as suspicions regarding the Psychonauts' mole or two coworkers planning a birthday party for their husband because they are so good sport about their extramarital affairs. That conversation was a rollercoaster ride and I loved it.

Double Fine even brought in big names in voice acting for small roles. The cast includes: Steve Blum, a Snake Cop, Josh Keaton, Yuri Lowenthal, a mellow Dragon who doesn't want to fight the knight, Elijah Wood, a brainless mailman called Nick, and Josh Keaton. Primary dialogue is full of emotion and sharp wit, when needed. The exact answer I had in my mind was not the best option. This led to a funny back and forth that often ended with a fitting (unplanned), twang of the music to bring the tongue-in cheek mood home.

The entire soundtrack deserves praise. Peter McConnell's music captures everything about Psychonauts, and more, as he seamlessly switches between genres. Many tracks reminded me of LucasArts classic adventure games such as Monkey Island or the recently mentioned Grim Fandango, which McConnell also worked on. This creates a nostalgic sound that will appeal to both Double Fine fans and those who enjoy adventure games. McConnell's lyricized showtopper "Brain in a Jar", written by Tim Schafer and performed by Jack Black, is a wonderful jam that perfectly caps the journey through his psychedelic brain. In addition to original music, Morris' pirate radio station features licensed songs by The Hi-Fives like "Welcome To My Mind". The story and setting are told so well by the OST and the limited licensed music that I love it all.

Jumping between the minds of the eccentric new cast members will reveal their traumas, fears and identities. This is a poignant connection between gameplay, story, and the original game. Mind-bending effects are employed with reckless abandon in order to sell the illusion of being inside someone's mind. There is tons of optional world-building, backstory, and collectibles that can be found within.

It is difficult to describe how well-rounded each main character and plot point are in this sequel. The classic characters are back as if they never stopped moving. Sasha Nein, a closeted, nicotine-addicted, calculating sadist, is still there, while Ford Cruller, a broken, kooky old gentleman living in Raz's head, is still there. Even though Coach Oleander is an antagonist in the previous game, the detailed and charmingly presented recap will show that he remains as untrusting and brash as ever. Although nostalgia may play a significant role in these characters' welcome return, the hilarious writing and outstanding voice acting will ensure that you are entertained no matter how many times Milla calls you "Daaaarliing."

Not only are the new supporting characters worthy of praise, but so is Morris. Morris, a disabled boy with a psychic handicap who runs a pirate station in secret. He's so secretive that it's been told to almost everyone. Bob Zanottto is an original member, and he lives alone in the Motherlobe forest after his husband died. Although they don't see as much screentime as the campers from the first game they are just as fleshed-out and vibrant. They add a lot of value through side quests, and play an important role in the overall story. This is a completeist's dream.

Everything about this game was a great experience. The original game's psychological themes are still strong, platforming is amazing and the overall presentation screams quality. Every level is filled with meaningful collectibles that are a joy to find and enjoy. This game is a completeist's dream. Psychonauts 2 has everything I wanted and more. Having to play on Xbox One X has slightly impacted my experience. Psychonauts 2 is everything that I could ask for and more. However, I have found that playing on Xbox One X has slightly impacted my experience.

Psychonauts 2 is a rock-solid game on technical and stability levels. Its excessively slow load times are the only problem I have. SSD players (such as next-gen gamers) won't notice them, as they are very rare and only show up when you move between the hub areas or into your mindscapes. The Xbox One X has a 45-60 second silence and a static animation that appears on the screen. It's manageable but difficult to miss. Last gen also has a lot of pop-in when cutting scenes. This is especially true when the camera switches between new scenes. However, it wasn't enough to make me quit the game. These issues are directly related to loading and data streaming. If you still have a last-gen console or HDD, you should be aware of them, but also realize that they won't reduce the game's impact on you.

This entire generation has promised the return of 3D platformers from games like A Hat in Time and Yooka-Laylee, but I've ultimately been left with varying degrees of disappointment. Psychonauts 2 is the only game that actually fulfilled this promise, something I'd long lost faith in. This game is my favorite.

It is easy to recommend this game to everyone I know because of its thoughtful content warnings and accessibility options. It is easy to play the game without having to have the VR sequel or the original. It deserves more praise for the amount of effort that went into every detail, from the small details to those big setpieces. The themes of guilt, greed, and stress are not only interesting for a videogame level; they can also be therapeutic if you connect them to your own life. The world of Psychonauts 2, even after you have won the game, offers more story content. This proves that the rich, deep world isn't just a black screen. It also shows that the developers meant everything.

The only thing I don't like about Psychonauts 2? It takes too long to load. This is a great achievement that Tim Schafer and Double Fine should be proud.

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