After years of waiting, Psychonauts 2 is almost available to players who have been waiting for a proper return to the series since 2005. The original Psychonauts found immediate success, coasting off its stellar writing and unique characters. Crowd-funded through Fig, Psychonauts 2 has spent a long time in the oven, and players are hoping it's worth it.
Psychonauts 2 picks up the show where the first left off, delivering another excellent action-platformer that fills the big shoes in front of it. Reviews are in, and critics have universally been pleased with Double Fine Productions' latest title, praising its character development and narrative. Here's they have to say.
Zack Zwiezen, Kotaku: "What really brings all of this together -- the combat, mental worlds, platforming and more -- is the narrative, as Psychonauts 2 explores themes revolving around who we really are, what we hide from others, and how the past always catches up with us in the end. Things get dark. People die. Lives are ruined by dumb, fearful mistakes and decisions. And like the first game, Psychonauts 2 spends a lot of time letting you dig into what makes the villains tick. Often, what you find in their minds is pain. Raz can usually help them help themselves as they battle their inner demons and hangups. Yet as Psychonauts 2 points out early on, jumping into someone’s mind is all about trust and care. If Raz tries to change someone by force, against their will, it doesn't go well. It's a violation of the trust people must have in you when they let you enter their mind."
Tom Marks, IGN: "Developer Double Fine has done a phenomenal job of expanding the Psychonauts universe while recapturing that signature 'psychic James Bond goes to summer camp' vibe of the original. You may start off in a high-tech spy base, but it isn't long before you’re allowed outside and given free reign to roam its lakeside exterior, hidden caves, and a nearby campground full of gorgeously stylized redwood trees. That outdoor openness means Psychonauts 2 still offers a heaping helping of Whispering Rock's folksy feel alongside the fancier interior of the Motherlobe, but it never relies on references or nostalgia alone to impress either. And of course, all these locations are still dotted with collectibles to find, tricky side tasks to hunt down (including another item scavenger hunt), and amusing characters to talk to."
Kurt Indovina, GameSpot: "The game packs a lot in its 15-hour runtime, but the result is something that feels carefully considered, tailored, and deliberate in everything it gave me, from the story to its gameplay to its exploration to, of course, its writing. No two levels were the same, each bursting with imagination, whether it was climbing a lighthouse entirely made up of strands of hair, or the constant reimagining of level design based on a character's psyche -- the variety never ceased to inspire me.
After the credits rolled, I sat satisfied, having gone on a roller coaster of unhinged creativity, emotional storytelling, and unforgettable characters I hope to see again in the future. During my time, I grew attached to every character, and I knew it'd be hard to move on from its world, which is why I was very thankful to see the world remained open to explore, with characters to talk to, and new conversations to be had after the main story had concluded."
Andrew Reiner, Game Informer: "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. 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.
I adored almost every second of Psychonauts 2. It achieves something I don't often see in games -- a continual sense of awe as each of its worlds unfold. It took 16 years to reach release, but Double Fine has delivered an incredible sequel. I hope we get a third installment that doesn't take nearly as long to create."
Sam Machkovech, Ars Technica: "Every step of the way, Psychonauts 2 had me cackling, grinning, and tearing up during my playthrough. The art direction goes into overdrive with everything from elaborate, poster-covered walls to bug-eyed, chirping squirrels that run in terror from a mischievous child. The whimsy packed into every ounce of this game leans into a kind-hearted take on classic Looney Tunes cartoons -- though after the dust clears from comedic explosions and angry older brothers, we get to see the scene afterward. Time and time again, Schafer shepherds this one-two punch of comedy-then-caring in ways that should make every comedy writer in the world insanely jealous.
But he pulled it off. The whole Double Fine team pulled it off. Psychonauts 2 is one of the best video games I have ever played, and if anything in this review sounds like you and your family's bag, don't hesitate to join me in loving the heck out of it."
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