4/29/2023 0 Comments Psychonauts switchEvery brain looks and feels wildly different, with little to no hints about what the next mindscape will be like. In another, you’ll be trying to raise enough riches in a grimly neon-lit casino-hospital to get into the high-roller lounge. In another you’ll have to carry cheerful food ingredients through short obstacle courses to cook them as part of a game show. In one mind you’ll be running around a wildly colored music festival trying to reunite band members with their instruments. The quirkiness of the Motherlobe can’t compare to the different brainscapes you’ll be visiting. The Motherlobe carries a different charm than the first game's campgrounds, but it’s still loaded with personality as a slightly surreal office building and its equally surreal environs. Each zone is distinct, with plenty of hidden spots to uncover with various psychic powers. It’s a pleasantly sprawling space with several different areas to explore, like the headquarters itself, the flooded quarry around it, the nearby campgrounds, and the sinister forests beyond. The camp hub world of the first game has been replaced by the Psychonauts’ headquarters The Motherlobe and its surrounding areas. Raz is now a Psychonauts intern rather than a camper, and he’s left Whispering Rock behind. Boss battles tend to combine the two elements and even lean more towards feeling like platforming challenges themselves, which further makes standard combat feel a bit rare. You might run into a handful of enemies to pick off as you roam through a brain, but more often than not the challenges will come from obstacles and minor puzzles, with the large fights feeling like separate sections. Big fights are usually relegated to arena areas that punctuate the more obstacle course-like exploration and navigation sections. The modest gulf between platforming precision and the slight mushiness of combat is made especially apparent by the structure of most levels. Learn to use the right psychic powers as much as possible when fighting, and only get in close to use your fists after you’ve stunned, slowed, or otherwise disabled your enemy. Combat is less pinpoint-accurate, with Raz’s melee attacks and dodge roll both requiring overly tight timing to avoid getting hit. Raz’s movements feel tight and precise when platforming, aided by a double jump and his always-useful Levitation power. The left analog stick moves him around, the right analog stick moves the camera, the A button jumps, the X button attacks with melee strikes, the B button dodges, and the Y button interacts with objects. Microsoft provided us the code for review.īesides his psychic powers, Raz controls like a standard 3D platformer character. I tested the Xbox version on the Xbox Series X. Psychonauts 2 is available for $59.99 on PC, Xbox (One and Series S/X), and PlayStation (4 and 5), and is on Xbox Game Pass day one. It keeps the same charming, wacky spirit as the first game, but incorporates a decade and a half of design and graphical advances, earning our Editors' Choice award in the process. Now, a decade and a half later, Psychonauts 2 is here. I had long given up on seeing a sequel, until developer Double Fine announced that, yes, Psychonauts 2 was in the works. It became a sleeper hit-critically acclaimed and a commercial failure. Psychonauts was one of my favorite games of the 2000s, as it took the then-waning 3D platforming genre and turned it into an incredibly creative and varied adventure filled with bizarre characters and their equally bizarre mindscapes. Psychonauts 2 (for Xbox Series X) Specs Name
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