"I am the crushed one. It crushes my heart to see you not doing your best."
Release Date: August 25, 2021
Platforms: PC, PlayStation 4, Xbox One, Xbox Series S/X
Note: writer contributed to 2015/2016 Fig campaign funding the game's development
In an age where sequels and reboots are in abundance, particularly where video games are concerned, sixteen years is a hell of a gap. Yes, it can help cultivate a nostalgic longing for the return of something beloved from a bygone era... but it can't be helped that in that time, everything from the basics of design priorities through to the greater-scope concerns of the world around us has shifted more than once in inescapable, inevitable fashion.
So it's an interesting position for Double Fine's latest work Psychonauts 2 to find itself. It needs to not only stand on its own merits but also ride the line between honoring its cult classic predecessor and growing beyond its roots, while also reckoning with the reality that its creators and gaming in general are not as they once were.
Fortunately, Double Fine happens to be among the best in the business at (mostly) pulling off this kind of feat.
Psychonauts 2 picks up in the wake of the original game - specifically, it chooses to keep as close to those events as possible. Following a brief excursion depicted in a sidegame (though helpfully recapped in brief here), budding psychic hero and kid prodigy Razputin "Raz" Aquato arrives at the headquarters of his pulp-adventure spy/superhero idols The Psychonauts... at which point the game throws its first well-executed curveball: the agency is so embroiled in bureaucratic grandstanding and thinly-veiled suspicion over a mole hunt that Raz's earnest naivete sticks out like a sore thumb.
From there, the game jumps around from one thread to the next before settling on its central structure, a layered series of fetch quests within fetch quests in order to set up a major reveal. That initial meandering and the sense one gets of marking things off a checklist in order to advance the story proves the largest issue for the game, as it slows the pace to a crawl and leaves the player feeling frustrated at having to jump through so many proverbial hoops to get anywhere.
However, this approach to narrative does allow Psychonauts 2 to cover a lot of compelling ground. An early expedition to a high-class casino on the sea, for instance, sets the stage for an extended dive into the psyche and emotional preoccupations of new character Hollis Forsythe.
Later, there's a great excursion into the mind of one spoiler-heavy character that takes the form of a Yellow Submarine-style psychedelic adventure themed around senses. Other stages based around deserted islands and various forms of literary expression also prove astoundingly creative in integrating potent emotional revelations into their visual conceits.
It needs to be said that Psychonauts 2's capacity for emotional depth and nuanced character development might actually be its greatest strength. Besides the stories behind various cast members' predictments proving heartrending more often than not, the main plot dives into dark territory even as it builds the road to a cathartic finale. Trauma, remorse, manipulation borne of complicated motives, political upheaval - there's a lot going on here and the game doesn't pull its punches.
Coming back to the game's overall structure, it makes a certain amount of sense as throwback world design; this is, after all, vintage 3D platformer worldbuilding. Virtually all the requisite components are present and accounted for, from the collectable items in obscure locations to the thematically distinct realms linked via a central hub of sorts.
Gameplay-wise, the aspect that benefits most from the old-fashioned approach is the way in which Raz's psychic powers are handled. As with the original, progression through the story leads Raz to attain new abilities, such as an intriguing power to create a sentient paper clone of Raz that aids with puzzles and combat, alongside returning powers such as Telekinesis and Pyrokinesis.
Said abilities are improved by purchasing upgrades using Intern Credits, the currency attained through Raz gaining ranks within the Psychonauts organization. The credits in turn are linked to the number of collectables the player has located within mental realms and in the outside hub world, thereby providing a solid motivation for engaging in the kind of secret-hunting busywork typical of the genre, if nothing else.
Alas, the competency of design is occasionally undermined by moments where the game's technical construction shows a lack of polish. The more dense and detailed an area in Psychonauts 2 happens to be, the greater the chance of it suffering from noticeable slowdown. In addition, the game outright crashed a number of times, at least one instance involving the visuals disappearing.
Still, imperfect a work though it is, the love and care on display is indisputable. Psychonauts 2 represents a devotional effort by a team with a clear vision and an understanding of the weight of certain subjects. That the resulting game is solid adventure fare with more than a few outright exceptional moments makes it all the easier to recommend.
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