

There is a level where the use of a certain psychic power is mandatory to progress, but it looks deceptively doable without using that specific power that I found myself plunging into the abyss too many times. There are some issues with properly signposting in at least one level. I haven’t felt the controls were fighting against me throughout my playthrough.

All the platformer verbs- jumping, climbing, fighting – feel much tighter and workable. The much-maligned controls are now better than ever, and the design of the platforming levels are much more well-considered. It’s rather comfy to see how you’re essentially playing Psychonauts again.īut there is one clear improvement. It’s like this sequel was released the year after the original. The way the world is opened up, the different acts of the story, it’s all fundamentally similar. Psychonauts 2 is pretty much Psychonauts 1 again, structurally speaking. And Raz is here to begin his internship, which later unravels a bigger threat to the Psychonauts which he must help stop. Turns out this is summer camp part 2- you still hang out with kids (albeit older ones) as part of an intern program. His adventures in the summer camp a few days ago (in in-game time, or years in our time) has got him recruited in the super-secret spy agency of psychics that can jump into someone’s mind. Raz is now part of the Psychonauts, sort of. Remember how Raz can’t swim? That’s something that’s explored in more detail.) (If you did play the past games, your prior knowledge of the more ancillary parts of the story will be rewarded. So no prior knowledge really is needed, the game’s plot can work as a standalone story. For those that never touched the previous games, Raz goes through in length with the cliff notes of what happened to catch you up before the game begins proper. In Psychonauts 2, the events pick up right after Rhombus Of Ruin. If you love 60s spy flicks, the 60s, and Saturday morning cartoons, Psychonauts 2 is a splendour worth seeing. The style changes in these worlds are great to see, but made even better when they are not just served for looks- it tells you more of the mind owner’s personality. You will also be treated to surprise presentation changes when you go inside of someone’s mind- think how Kingdom Hearts’ worlds can change the characters’ look and aesthetic and you’re not far off. (It also helps that they have made a more recent title, the VR-exclusive Psychonauts In The Rhombus Of Ruin, that helps hone down the art style ahead of Psychonauts 2.) Characters are distinct, yet cohesive, and in a way, charming. But Double Fine did a fine job in preserving the styling of its world and characters in this age of 4K TVs.
Psychonauts voice actors ps2#
It’s easy to mess up a look that would work on an older console on a PS2 and HD-fying it to horrible results. There’s a song where I have to assume the brief was to make a game show music similar to The Price Is Right and Family Feud because that one particular song nails that brief perfectly. The soundtrack, while not necessarily my cup of tea, is all well-made. The voice acting was already phenomenal in the original, and the sequel maintains that high standard.

Most of the voice cast from the original retain their roles and there are also new appearances from Hollywood actors that have worked with Double Fine in previous projects. It also helps that they do enlist the voices behind the screams of a Nickelodeon cartoon. It screams the same styling of a late 90s Nickelodeon cartoon. An unorthodox style of cartoon design where body proportions and shape can vary wildly- yet maintain strong silhouettes. Psychonauts 2, its predecessor, has a very distinctive art style. It’s an amazing sequel, and redeem all of the faults of the original. The game took its sweet, sweet time, but the result was worth it. It became a cult hit despite some major faults.ĭecades later, a crowdfunding campaign and a buyout by Microsoft, Psychonauts 2 is finally here to continue the mind-jumping adventures of plucky 10-year-old Razputin “Raz” Aquato. The term wasn’t invented yet, but Double Fine has been exuding indie games energy before it was cool. The world of Psychonauts is an imaginative one, with fun writing all around but was led down for not being a competent 3D platformer- the game genre in fashion way back then. This was the debut title of Double Fine, a studio founded by LucasArts veteran Tim Schafer famous for penning the fun and amazing point-and-click adventure games of the late 90s. In 2005, Psychonauts was released to the world, with critical acclaim but a commercial failure.
