This game’s novelty is its bold, beautiful, confident weirdness – it’s funny, unselfconscious and excellent fun. It’s a missive from a time when practically every game was about running and jumping and collecting things in some cartoonish otherworld, and every developer was trying to find ways to make those actions feel fresh and exciting. I hope we get a third installment that doesn’t take nearly as long to create.T he unlikely sequel to a 16-year-old game about going inside people’s heads to rummage around in all their mental baggage, Psychonauts 2 is wonderfully anachronistic. It took 16 years to reach release, but Double Fine has delivered an incredible sequel. It achieves something I don’t often see in games – a continual sense of awe as each of its worlds unfold. I adored almost every second of Psychonauts 2. For the sake of spoilers, I won’t go into Ford’s involvement too deeply, but satisfying (and shocking) payoffs come from it, and the worlds he introduces to Raz are alarming in the best possible ways for a gaming experience. Psychonauts 2 is mainly about Raz’s psychic development but also focuses intently on the life of Ford Cruller, a character who appeared in the first game and is born again in a truly fascinating way. Some of the powers are quite ingenious one even bringing a wildly different version of Raz into play. The constant shifting of gameplay types creates a problem in that the player frequently must pause to assign specific abilities to the action buttons. Most of the gameplay sequences are enjoyable and blend nicely with the platforming action. In one moment, I chopped up an adorable bacon character to fry up and feed to a goat puppet, and in another, I was balancing precariously on top of a giant bowling ball. The flow works, as it keeps the player off-kilter and unsure of what could happen next. Even those sequences often feel truncated given just how often Double Fine transitions to different gameplay sequences or story moments. The spotlight isn’t solely on platforming, however. Combat is vastly improved over the original game but is used sparsely, primarily within short arena-like conflicts or against bosses. He can start them on fire, riddle them full of holes with psi-blasts, or use other abilities to bring the censors and other enemies to their knees. That distance is essential, as he doesn’t have to punch every enemy he comes across, and can now use a wide array of psychic powers to achieve victory from afar. Raz’s newfound acrobatic status also transitions to combat, where dodge rolling and creating space are paramount. The most enjoyable collectibles to snatch up are the Figments, two-dimensional pieces of art scattered throughout the levels that often push the player to throw caution to the wind. Psychonauts 2 consistently delivers solid platforming fun and encourages players to veer off the beaten path to find secret collectibles and upgrades galore. That said, no platforming sequence is ever as unfairly challenging as the first game’s death-dealing Meat Circus level. A little uncertainty and guesswork comes with gauging jump distances and grab points. His leaping prowess, and the controls bringing it to life, are improved, but he still isn’t moving with the precision and fluidity of Mario. Raz, who just happens to be the son of acrobatic parents, follows in their footsteps with a bit more grace and skill. Colorful, loud, jagged, and almost always holding a claymation-like aesthetic, these worlds dazzle with their creativity and double as excellent playgrounds for the platforming experience at hand.Īlthough there’s no shortage of animated story sequences to sit back and watch, Psychonauts 2 is a platformer at heart. Many of the dreamscapes Raz explores will likely elicit an audible “wow” thanks to their visualization and dynamic compositions. Some thoughts are disturbing and explore serious mental health issues, but Double Fine handles them with care, often framing them in artistic ways. Their banter is fantastic and usually offers deep insights into their motivations and personalities, especially when Raz is diving through their minds. The story roars out of the gate with silly excitement and never slows thanks to clever jokes and a wonderfully realized cast of characters. Raz wants to be involved in solving this mystery, yet his impulsiveness gets him into trouble early on, and he quickly needs to undo his mistakes. With summer camp behind him, Raz is now a talented intern for the Psychonauts, a psychic spy organization of superbeings that are dealing with a mole within their ranks.
0 Comments
Leave a Reply. |