![]() ![]() It's quirky and fantastical, yet dire and eerie all at the same time, and it's that surreal medley that makes the Psychonauts 2's opening level a spectacle of Double Fine's over-the-top creativity. As Loboto takes back control of his own mind, his dentistry background collides with the faux office facade. Giant teeth start to protrude through the floors, as the walls become flesh-covered, and the ground becomes squishy and moist. Quickly the mundane mud-toned walls of an office space begin to shift, extend, and contort. ![]() What follows is a seamless transition as the camera zooms in, panning over the lobes of a brain as though they were a sprawling landscape, only for them to slowly transform into a sea of office cubicles where Raz is undercover working within Loboto's mind-that is until Loboto becomes aware of his mental intruders. Loboto to kidnap Truman, Raz (you) and his team enter Loboto's mind in hopes to uncover the mystery. ![]() With the help of Psychonauts special agents Sasha Nein, Milla Vodello, and girlfriend Lili Zanotto, 10 year old psychic-prodigy Razputin has saved the leader of the Psychonauts, Truman Zanotto, from the grips of antagonist and maniacal dentist/ametuer brain surgeon Dr. The story picks up days after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. It feels honed-in and streamlined while staying true to what made Psychonauts so special 16 years ago. What followed was a dazzling display of Double Fine's signature humor and unhinged creativity, complimented by an ambitious scope of level design, tight gameplay, and a careful handling of serious topics. "Ultimately, Psychonauts 2 is a game about empathy and healing" the statement reads. This intentionality is signalled early, by way of a mental health advisory shown the moment I booted up the game. Psychonauts 2, however, feels more deliberate, thoughtful, and considerate in its approach, bringing these themes of mental health front-and-center. None of this is new when the sequel is held up next to its cult classic predecessor, which came out 16 years ago and featured similar themes as the basis of its inspiration and story. Now Playing: Psychonauts is still amazing 16 years Later These topics are handled in Psychonauts 2 in a light-hearted manner without demeaning them-they are treated in an approachable and empathetic way.īy clicking 'enter', you agree to GameSpot's During my five hours of hands-on time with a preview version of the game, the theme of clashing concepts was persistent throughout, with laugh-out-loud humor and imaginative level design contrasted with weighty themes of mental conditions like addiction, PTSD, and anxiety. It's a clashing of concepts and, for Psychonauts 2, it works very well. But it's that same contradiction that also illustrates the game's distinct and inspiring identity, combining Tim's desire for a brightly colorful world to jump around in, while tackling a certain kind of adultness. It's an interesting sentiment considering Psychonauts 2's serious themes of mental health contradictory even. He's glad those games exist, he admitted, but he longs for a time where he played games with brightly colored characters, running and jumping on vibrant platforms that didn’t feel so dark and serious. He feels like games have to have a certain look: a darkness, grittiness, or adultness to them. Double Fine's studio head, Tim Schafer, has been noticing a trend with games recently. ![]()
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