Having had the game for a fairly lengthy period of time, and in being a fan of the original, and of
Double Fine's work along the way, it was a privilege to write the review for
Psychonauts 2. Putting aside the obvious boon in it being a healthy distraction at this place in time, this is a game that simply delivers on a developer dream.
And it does so by not falling into any modern gaming pigeonholes. In fact, it's as far removed from current trends in gaming as you'll get. And all the better for it.
Here's a snippet:
No really, it’s where the game begins -- inside the mind of Dr Loboto who has a thing with teeth and, in learning to play the game via requisite tutorial, one of your very first tasks is to pull teeth and use them as weapons. And if that sounds insane, it’s a pretty good setup for the whole of the experience to follow. I mean, you’ll play through levels which just so happen to be the minds of a number of the game’s unique personalities, and layered within are contextual impediments and gameplay challenges built around themes of the psyche; the conscious mind and the subconscious mind as living sandboxes, where potential videogame traptropedoors around repetition can only be relegated to collecting. One minute you’re navigating someone’s warped memory of a delivery room, the next you’re finding a donor brain to help your mailroom co-worker who’s lost theirs. In setting expectation for the journey ahead, pulling teeth and using them as weapons in a brain wholly fixated on dental fears is about as clear an indication as you need.
Click here for our full Psychonauts 2 review.