1/9/2024 0 Comments Psychonauts 2 review![]() ![]() And like the original, this meant finding the right combination of powers is half the battle, especially when it comes to the bigger enemies. ![]() Enemies in the first game were largely limited to Censors and a few other baddies, but Psychonauts 2 personifies a slew of heavy emotions and thoughts with awesome designs. That's essential.Īside from using powers for exploration, Psychonauts 2's combat felt more fun, refined, and chaotic than the original. Only three pins can be equipped at a time, though, so something's gotta give - not the animal petting pin. The most expensive ones give Raz even more power. One has Raz dance while idling and another allows Raz to pet animals. You can spend your psitanium on upgrades too, most of which are just cosmetic or for fun. I went from slowly combusting things in an area to creating an entire bubble of fire around Raz that dealt serious damage to enemies. Powers can be upgraded this time around too as Raz earns points for raising his rank. Even better, using Clairvoyance often reveals secrets in an area, sometimes resulting in a nice little payout for Raz. Sometimes that means Raz looks more mature, other times it's Raz excitedly chasing large pieces of bacon. Clairvoyance allows Raz to peer into the mind of others to see what they see. Old powers like Clairvoyance are back too. This power can also be used to pull enemies to Raz in combat or get Raz to higher platforms while exploring. For instance, linking cilantro to disgust changes the previous pleasant thoughts about cilantro to ones of disdain. Raz hears a change in perspective when two thought bubbles are linked. In his first lesson in his teacher's subconscious, Raz learns how to change a person's mind through a new power called Mental Connection. Raz may not like being part of an intern program, but the extra training is doing him some good. I didn't get to know the new characters all that well in the time I played - the second in command of the Psychonauts along with Raz's mean fellow interns are positioned to play a big part in the story - but I sure am interested in getting to know them. And though the first hit at heartstrings every now and then, Psychonauts 2 seems like it's aiming right for them - with a heavy dash of comedy in its approach, of course. Like other Double Fine games, Psychonauts 2 has a great sense of humor. They don't impact anything that I know of, but the humorous responses aren't something I'd want to miss. Listening to all of the dialogue options with characters around the hub and in levels is enjoyable. I spent a decent chunk of time just exploring and talking to the psychic professionals. Like Whispering Rock Psychic Summer Camp, there are plenty of psitanium deposits (in place of arrowheads) to dig up and pocket for currency, platforming opportunities that lead to secret items, and areas blocked by story progression or required psi powers. The introduction let me roam the halls of the Motherlobe, the Psychonauts headquarters. When an old enemy of the founding Psychonauts unexpectedly reemerges, Raz gets his chance at a new adventure. He is only 10, after all, but that won't stop his enthusiasm for adventure and meddling. However, instead of becoming a full-fledged Psychonaut, he's shoved into an intern program. In Psychonauts 2, Raz has moved on from the psychic summer camp and finally has a chance at joining the big leagues. I didn't get to play Rhombus of Ruin, but Psychonauts 2 has a helpful and stylish recap for that and the first game. Psychonauts 2 takes place immediately after Psychonauts in the Rhombus of Ruin, the VR game that continues the story from the original Psychonauts. ![]()
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