![]() ![]() Some things have definitely been given a noticeable polish. Many of the mechanics are similar to those in the first game, but they felt smoother here. Using them to navigate the levels became second nature after a while, and even switching between which ones I had mapped onto the buttons to be used quickly was incredibly easy to do. Discovering the powers and their uses is part of the fun here, so I won’t spoil them all, but they can be used in different combinations to attack enemies and solve puzzles, and they all felt incredibly smooth to switch between. Some other powers make a comeback from the first game, but my favourite was one of the new ones – Mental Connection – which allows the user to latch onto and create links between thoughts in an individual’s mind. Familiar powers like Pyrokinesis, which allows Raz to set objects and enemies on fire, Psi Blast which can be used to attack, and Telekinesis, which is used to lift and maneuver objects with your mind are quickly thrown into the mix. It makes sense narratively, but it also just feels better to jump into – you get some cool new powers to play with right from the get-go. Now that he’s had some practise, Raz begins the sequel with a handful of them under his belt, ready to be used even in the earliest levels of the game. He showed up at camp with a lot of raw talent but zero finesse, acquiring new skills over time. His dreams are coming true, but he has little time to celebrate as it soon becomes clear that there’s a mole within the ranks of the Psychonauts, filling everyone with doubt, a whole ton of questions, and a new mission – find the mole, save their recently returned leader, and fight an evil genius who they thought to be long dead.ĭuring the first game, Raz had a lot to learn. After helping them with such an important mission (mostly due to necessity and proximity), Raz is admitted to the Psychonauts internship program through sheer persistence (and, yes, a little bit of natural psychic skill). Raz, who joined up with the Psychonauts and has been honing his psychic abilities during a traumatic time at a summer camp for “Psycadets” has helped them to recover their leader, who post-kidnapping is a little worse for wear. ![]() The beginning of the game gives an overview of the story so far, but the tale basically picks up where the last instalment left off. Razputin Aquato, the ten-year-old psychic protagonist, has been a long-time fan of the Psychonauts, despite growing up in a family who were against all things psychic (because of a curse, it was a whole thing). Psychonauts 2 is the game Psychonauts was trying to be, but with a few extra years to mature, and honestly, it feels damn near perfect.įor those unfamiliar with the original game (or those who just need a refresher), the Psychonauts are basically a group of secret agents who have psychic abilities that allow them to manipulate the world around them, and go inside the minds of others. ![]() ![]() The original game, for me, did still rely on some of those tired mental illness tropes (like the inclusion of an asylum) and while good, it still had a way to go before it hit the right note. It recognised how freakin’ cool the human mind can be, taking a lighthearted approach towards representing some of the very real concepts that can wreak havoc on our brains like maladaptive thoughts and doubt by turning them into cartoon enemies. The original Psychonauts, a cult classic, did a hell of a lot better than most. That means that the concept of Psychonauts both thrills and concerns me in equal measure, because games don’t exactly have the best track record when it comes to dealing with and representing mental illness, often relying on dangerous stereotypes or downright misinformation. Psychonauts 2 – A Mind-bending Masterpiece PC, PS4/5, Xbox One/Seriesīefore we get started, full disclosure and a bit of background – I have a psychology degree. ![]()
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