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Psychonauts 2 was my most anticipated game of the year, for 3 years running, ever since a trailer announced a 2019 release. It's finally out and it's great!
That said it's tough not to think of the phenomenal Milkman Conspiracy and Velvetopia from the first game. Those were singular experiences that Psychonauts 2 does not try to recreate, but instead does it's own thing. The concept of jumping into the minds of the characters of Tim Schafer and Double Fine's colourful world is too rich not to go somewhere brand new.
The levels this time around are generally more linear theme park rides than the higher concept open levels of the first game. This way they can pack more crazy ideas into a level. They find ways of mixing things up with branching paths to be completed in any order and small open areas. The levels are more confident and focused than the first game, when they didn't always succeed with the high concepts. Psychonauts 2 also features several large open areas out side of the minds, it's not lacking for exploration.
The main draw is the creative set pieces and sharp humor. A hospital casino is a striking visual juxtaposition made better by the personified medical equipment gambling with the human body. Another level presents the fear one characters has of what others will think with a full fledged cooking show judged by puppet versions of his friends. All this humor is in service of a sensitive look at mental health that can benefit anybody. The story as a whole is an intimate and touching look into the fractured relationship of old friends.
Combat is more varied and engaging than the first game. Each of the abilities can be used in a fight, but swapping them out can be a chore. I chose to set the hover ability as a triple jump to cut down on ability management. This resulted in many accidental deaths, but it was worth it. Equipping badges in limited slots, shared between combat and cosmetic abilities, was a frustrating design choice. I barely engaged with it, but it was far from essential.
I'm really happy Microsoft has decided to invest in the creative Double Fine team. I'd love nothing than more studios willing to bring cartoon art and clever humor to AAA games. While I may not have loved all of their games in the past I'm a huge fan of Double Fine for doing what they do. With the support, I hope for the best for them in the future.
This was a big return to playing game for me after a slow period. The first of four games in a row I would go on to earn every achievement for.