(Originally published to Glitchwave on 8/7/2022)
[Image from glitchwave.com]
Psychonauts 2
Developer: Doublefine
Publisher: Xbox Game Studios
Genre(s): 3D Platformer
Platforms: PC, PS4, Xbox One, PS5, XSX
Release Date: August 25, 2021
Fortunately, the existence of Psychonauts 2 never felt shoehorned into the narrative like many other sequels do. The first game ended on a bit of a cliffhanger with Lily’s father, the leader of the Psychonauts, being captured by psychic terrorists, calling the rest of his squadron into action and giving Raz his first job as a certified Psychonaut. The opening sequence finds Raz in a cubicle, lulling the player into thinking that the precocious Razputin has trapped himself into a mind-numbing desk job after vying so passionately to enter the adult Psychonaut world. It is soon revealed that this is merely part of the psychological construct in the mind of Dr. Loboto, the twisted dental surgeon from the previous game. Raz, with the help of agents Nein and Vodello, are digging through the mind of the shower cap-wearing madman to find out who hired him to kidnap their leader and harvest his brain. The results of Loboto’s mind are inconclusive, but they do lead to shocking new intel about the resurrection of Maligula: a cataclysmic force of nature and the oldest enemy of the Psychonauts. Sasha keeps interrogating Loboto while the rest of the Psychonauts agency is on lockdown, for there is a mole in the agency working to undermine the Psychonauts with the resurrection of Maligula. Among all the strained circumstances, Raz has to hurdle over the next level of bureaucratic constraints that hinder his progress in becoming a Psychonaut agent: the Psychonauts intern program.
Psychonauts 2 may take place mere days after the events of the first game, but the presentation of the game is indicative of how long it’s really been since we’ve last seen Raz and the rest of the cerebral special forces. The first Psychonauts game was admittedly not the most appealing game of its era in terms of its visuals. Its graphics weren’t underdeveloped, but the rough-hewn, borderline expressionist approach to the animated aesthetic divided people into two sides, with one side adoring the visual quirks. At the same time, the other thought it was rather ugly. I’m in the former camp, and I worried that almost two decades of graphical progress would sterilize one of the most charming aspects of the first Psychonauts. Psychonaut 2’s graphics are miles sharper and cleaner as expected, but the impressive factor that Psychonauts 2 achieved was using years of graphical advancements to refine the first game’s idiosyncratic style rather than dilute it to a point of “ exceptional objective quality.” Psychonauts 2 looks almost exactly like its predecessor, but that high-definition visual sheen makes a world of difference. The misshapen, globular textures of both the character models and the foregrounds have been refined to a point of silky smoothness. The characters are far more animated than they ever were because the cinematics of Psychonauts 2 looks up to par with a computer-animated film. All the while, they still retain that claymation-esque charm that made the first game appealing. For the latter camp who were irked by Double Fine’s crude artistry, the fuzziness that might have marred the graphics in the first game has been polished to the point where there is no indiscernibility in the foregrounds. Psychonauts 2’s graphics have ascended past the acquired taste graphics of the first game into something that rivals any modern Hollywood animation studio.
Psychonauts' controls, however, were not an acquired taste that I found endearing. The stiff, finicky platforming and combat controls were always awkward and inadvertently exposed Double Fine’s inexperience in developing games for the 3D platformer genre. I forgave Double Fine’s modest efforts because the entire Psychonauts experience was substantial in every other department. In saying that, there is a solid reason as to why the platforming-intensive “Meat Circus” level from the first game is so maligned as it is. Using the first Psychonauts as a template for seventeen years of development, Double Fine has successfully refined the gameplay of Psychonauts to a point of competency. Raz still possesses the same aerodynamic abilities he did in the first game. His movement has been slightly refined to make executing his moves more accommodating for the player. His jumps are more responsive, and the swinging trajectory on ropes and poles is much less unhinged. Raz’s punching move is less confined to certain movement axes, something awkward from the first game that felt like the combat was conducted via the D-Pad. The enhanced controls regarding everything from the first game lead me to believe that Double Fine is a studio that never gets it right on its first attempt. The new wall-jumping feature has a troubling inconsistency of needing to jump more than once to activate it. While this move is new to the series, wall jumping is so commonplace in the genre that it verges on being a tired cliche. Double Fine can’t be faulted too much for their first try at implementing this, but one would think they would have plenty of notes to copy from several other games that have already perfected it. Raz’s marginally more polished controls in Psychonauts 2 still may not be as smooth as other 3D platformers, even the games that are decades older than it, but at least leaps of improvement were made over the stilted controls of the first game, making them acceptable by normal 3D platformer standards.
At this point, with Raz as a young cadet, he became the equivalent of a psychic eagle scout at the end of the first game. Raz has already become equipped with all of the requisite special psychic abilities, and the tutorial level of Psychonauts 2 serves to refresh the player on their functions. It may be surprising that Raz’s psychic education has been rendered obsolete because his badges have also been tweaked in the same fashion as his overall movement. Returning badges like the psi-blaster and pyrokinesis function the same as they always have, but Psychonauts 2 includes some new, unfamiliar quirks. The Psi-blaster, for instance, no longer requires ammo to use, but the badge needs a cooldown period after a certain number of consecutive shots. Pyrokinesis no longer needs to target one enemy with a thermometer signifying the ignition point; now, it engulfs a range of enemies in Raz’s vicinity in a fiery inferno. Other returning badges like telekinesis and levitation did not require considerable reconsideration, but the levitation move now limits how long Raz can glide in the air. Raz strips away his shield, invisibility, and confusion badges, and it’s the developer's method of trimming the fat from the first game. These powers seemed essential in providing an eclectic array of psychic abilities, but missing badges only proved useful for a couple of instances before they were tucked away indefinitely in Raz’s inventory. Instead of racking their brains trying to think of new ways to squeeze more juice out of the underutilized badges, the developers have swapped them with three new badges. While mental connection, time bubble, and projection are all used for traversal, they all have different uses, and the game constantly provides new obstacles to overcome once Raz earns them. Finding a need to mix and match all of Raz’s psychic powers instead of using only a few of them makes the psychic power system more vital to the gameplay, even if bringing up the badge menu more often becomes tiring.
Double Fine flaunts their efforts to improve upon Psychonauts' gameplay by making the sequel much more combat intensive. Censors and the few other enemies that made up the piddly number of combat obstacles only proved to be an annoyance rather than a formidable challenge. The stern, business-clad Censors make a return to expunge Raz from someone’s consciousness, and now they are strapped with an army of new defensive forces. Censors represent a vague construct of a mental immune system, but these new mental malcontents are inspired by a litany of negative cognitive constructs that clutter the mind and range in abstraction. Enemies found as commonly as Censors include Doubts: small, animated globs of sludgy goop and airborne, insect-like Regrets that drop anvils. Bad Ideas are animalistic, quadrupedal enemies that litter the stage with bombs. Sturdier enemies like the Judges and (implicit) drug-induced Panic Attacks act as mini-bosses among the more common foes. My favorite of the new enemies is the Enabler, a cheery little git whose laser-powered baton grants the other enemies invulnerability. I can’t help but laugh at the clever parallel this enemy represents, in that all medic enemies “enable” problematic foes to keep being antagonistic to the player. Enemy encounters are less randomly generated in Psychonauts 2 as it seems that they only ambush Raz on any platform that vaguely represents a makeshift arena. Dispatching enemies is entirely up to the player, but some enemies require specific psychic moves to eliminate. For example, clairvoyance can still be used for the novel reason of seeing wacky renditions of Raz through the eyes of the NPCs. Still, Psychonauts 2 implements it while fighting the Bad Mood enemy by playing armchair psychologist and alleviating the source of it. Ability-specific enemies may cause an awkward rift in combat pacing, but I also appreciate the greater emphasis on getting the most out of Raz’s psychic abilities. Overall, Psychonauts 2 finally makes what seemed like obligatory platformer combat into something engaging.
Raz has now graduated from the humble, forested grounds of Camp Whispering Rock into broader horizons to further his Psychonaut-related endeavors. Because of this, the Hogwarts of psychics no longer serves as the hub. Instead, the Motherlobe, the psychic’s Ministry of Magic, is Raz’s reality base that contrasts with the conscious realm. Psychonauts HQ is a bustling corporate facility that exudes the magnificent and remote scope of something like the Hall of Justice. The walls of the Motherlobe are clean without being sterile, and its unorthodox inner architecture screams, "workplace of the future". What’s even more futuristic about the Motherlobe is how ergonomic it seems, progressing the standard of a comfortable workspace for every employee. Including a bowling alley, barbershop, and hip noodle cafe indicates that morale in the Motherlobe is staggeringly high, or at least for a place where the HR department has to deal with co-workers exploding each other's heads on too many occasions. The Motherlobe might be on lockdown, but the hub of Psychonauts 2 is vaster than the confines of the corporate headquarters. The Motherlobe is settled in a lake surrounding a wooded area over the hills of Whispering Rock, and the hub extends far past the Psychonauts' base of operations. On the far end of the hub lies the “Questionable Area”, a parody of off-road side attractions with the kind of chintzy bullshit one would expect from these places. The area in between is a quarry, rich with glimmering purple minerals and the location of Otto Mentallis, the tech whiz of the original Psychonauts crew, and his stop-all shop for psychokinetic gadgets. As much as I lauded Whispering Rock as an exceptional hub, I vastly prefer the HQ and the surrounding areas. I realized I only liked Whispering Rock's contrast to the subconscious levels. It served as a fine juxtaposition between the fantasy of the mind and the eventual cooldown of reality. However, Whispering Rock was marred by traversing through the campgrounds resulting in an excruciatingly long loading screen between each section. Load times in Psychonauts 2 trudge along just as glacially, but at least each section of the hub is divided spatially with enough ground to cover before the player is subjected to a moving image of a wild animal with a plodding loading bar below it. Whispering Rock is the better hub in concept, but I favor the less constricted and compact hub in Psychonauts 2 for convenience.
Of course, the effectiveness of any game’s hub world is based on the quality of the levels that branch off it, especially in the case of Psychonauts. The myriad of minds that serve as levels are the crux of Psychonauts' identity, and the sequel presents us with roughly a dozen new minds to excavate through. The boundless parameters of the human psyche premise of the first Psychonauts made for some of the most unique and varied levels featured in a 3D platformer, and Psychonauts 2 follows suit with the same explosion of creative ideas. Agent Hollis’s newfound gambling habit has warped her subconsciousness into a flashy, extravagant casino level that reminds me of Sae Nijima’s palace in Persona 5, except with a hospital as the reality adjacent hybrid instead of a legal building. The beachy Bob’s Bottles exudes a languid seaside melancholy reminiscent of Hemingway’s The Old Man and the Sea. Cassie’s Collection further highlights the influences of the sharp, expressionist illustrations always subtly present in Psychonauts’s design. The irregular, unmarked brain Raz plants inside Nick from the mailroom, revealed to be Psychonauts agent Helmut Fullbear, is an acid-laced odyssey straight from the playbook of Sgt. Pepper. The heavy use of surreal imagery and lurid psychedelic colors make this level aesthetic eye-candy and a standout among all the others.
Like any standard evolution of a gaming franchise, Psychonauts 2 is an easier game due to fixing the apparent mistakes of the first one. Psychonauts 2 omits the numbered life system, which ejects Raz from someone's mind upon losing all of them, acting as a fair game over penalty. Raz instead continues from a checkpoint after losing all of his health like most of the first game’s 3D platformer contemporaries on the PS2. Pink cobwebs that clogged brain activity are no longer present as collecting them proved no worth beyond a task for completionists. Psychonauts 2 offers new collectibles like two half brains that make for a whole extra unit of health and artifacts that automatically increase Raz’s level. Returning collectibles like vaults, emotional baggage, and figments are far more manageable to amass thanks to the baggage giving a louder sobbing indicator of their presence and figments being far less translucent and feathery.
Making collectibles easier to gather is a fine evolution, but I’m afraid that accessibility bleeds into every facet of Psychonauts 2 a little too much. Besides their imaginative themes and aesthetics, what made the mind levels in the first Psychonauts extraordinary was the developers implementing Tim Schaffer’s expertise in point-and-click adventure design. The slow, obtuse, puzzle-like progression in levels like “The Milkman Conspiracy” and “Waterloo World” transcended all of the sandbox or linear-designed 3D platformers I had played. Often, I’d rack my brain trying to figure out what the levels intended me to do or what the next sequence was, but I came to greatly appreciate their rich, multiple layers of design once I completed them. Linear levels like “Coach Oleander’s Basic Braining” and “Milla’s Dance Party” served as adequate introductory levels, but they were leagues inferior to the brilliance of the later levels that used Tim’s idiosyncratic design philosophy. Unfortunately, for accessibility, most of Psychonauts 2's levels are linear excursions like the more underwhelming levels in the first game. As visually arresting as the “PSI King’s Sensorium” is, each section of this level is a straightforward trek with simple platforming gimmicks. Other levels like “Bob’s Bottles” and “Cassie’s Collections” are linear pathways divided into a few sections branching from a hub. “Compton’s Cookoff” is one standout level that does not emulate a point-and-click adventure game, but it's the one level with a distinctive design theme that has never been used in either Psychonauts title. To illustrate the patriarchal Boole’s social anxiety, Raz must craft an artisan dish for three harshly critical goat puppets that strongly resemble his Psychonaut cohorts. Raz must become the Iron Chef and take the excitable ingredients in the audience to four workstations while racing against the clock. “Compton’s Cookoff” may be shorter than the others, but it was the only level in the game that offered something fresh and unorthodox. I thought it was the only level that also provided a steep challenge, but it turns out that the player doesn’t have to complete the task within the time limit. C’mon, Tim: people didn’t avoid purchasing the first game because it was too difficult.
Tim Schaffer’s fear of creating another box office bomb is evident in other facets than making the game simpler than the first. A sequel to a sought-after game from several years ago would be enough to triple the number of earnings compared to the previous title, but Tim Schaffer’s worries lay in what those people would make of Psychonauts 2 once they purchased it. The social culture landscape has shifted dramatically since Psychonauts was released in 2005. Psychonauts didn’t feature any objectionable content when it was released. Still, I’m sure Bobby Zilch’s bullying, the suicide pact between Clem and Crystal, and Raz groaning at the slow-talking of Vernon Tripe would irk someone these days. That, and I know that Tim has collaborated with a certain con artist in her campaign to dishonestly nitpick all of the “problematic” aspects of gaming in the name of social justice, probably as extra income he wasn’t earning through game sales. Psychonauts was one of the funniest games I’ve ever played, but I know through experience that what I think is funny derives contention with other people from my generation. Psychonauts 2 attempts to cater to the more socially-conscious sensibilities of the millennial/zoomer marketplace to a desperate degree. Immediately before the game even begins, a trigger warning alerts the player of the game’s content. Warnings involving themes of depression and anxiety are at least understandable, but dentistry? I don’t know anyone who likes going to the dentist, but never to the extent where depictions of teeth and operating tables trigger PTSD-like symptoms in someone. Raz uses “rats!” as an interjection and soon turns to apologize to a rat in the Motherlobe and how he should use his words more carefully. Oy vey; give me a break, Tim. Puns seem to be the primary source of humor, and puns are the lowest, safest form of comedy. Whenever I accidentally find myself using a pun when writing, there is a reason why I disclaim that the pun was unintentional. If you are one of those corny assclowns who like puns, you disgust me. But the most egregious thing that the opening disclaimer does is overtly stating that Psychonauts is a game of empathy and understanding. I got that impression during the first game without the message being crammed down my throat; thank you very much. Tim and his team aren’t just mollycoddling his audience with this disclaimer but patronizing them for good measures.
Many other campers weren’t as astute as Raz or as connected to the Psychonauts via family as Lili, so most of them do not make an appearance during Psychonauts 2’s next-level leap from training. Psychonauts 2 offers an entirely new team of young colleagues for Raz to associate with: the group of teenage psychics in the same intern program as Raz. While these adolescents are more driven than the children at Whispering Rock, they are much duller as a collective. I feel as if Double Fine attempted to make the band of six teenagers a medley of diverse character traits and backgrounds, like having a handicapped intern, a black intern, and probably a bisexual trans intern (I don’t know, Lizzie, maybe?) to appease their young demographic, but they all have the same spry, overly positive, hipster-esque personalities. Sam Boole has a few distinctive quirks, but she pales compared to her unhinged younger brother from the first game. These characters are only proven to be half-assed and supplementary, which is probably why Double Fine shifts their focus to the geriatric sextet that makes up the original Psychonauts. The older characters are much more fleshed out due to their subconsciousness serving as the basis of the mind levels, but the returning characters are a little more solemn than they were in the first game. My favorite new characters are Raz’s circus family, who have set up shop near the Questionable Area. Only Raz’s family unit offers a collective of bright characters with their own quirks.
However, just because the elements that makeup Psychonaut 2’s narrative are hard to stomach doesn’t mean the game isn’t substantial. Somehow, Psychonauts 2 offers a story that is better paced, more engaging, and more thought-provoking than the goofy, haphazardly executed story in the first Psychonauts. At first, this doesn’t seem to be the case. The looming threat of Maligula is introduced as early as the tutorial level inside Loboto’s mind. Still, the story seems to veer in another direction as soon as Raz arrives at the Motherlobe. The stern Agent Hollis, the director of the intern program, undermines Raz’s psychic abilities because he’s just a kid. As an act of defiance, he manipulates her cognition to shift her focus, an incredibly unethical move that Raz has to fix before Hollis loses herself. Themes of condescension towards children’s potential were already prevalent in the first game, and either Sasha or Milla could vouch for Raz as he proved his worth by saving them and his fellow campers. It doesn’t make sense to continue this as a theme, but it manages to sideline before popping up and becoming pertinent again as the game progresses.
Raz finds out that the only person who is capable of destroying Maligula is none other than the good ol’ omniscient bacon-enthusiast Ford Cruller. However, Ford’s senility has not mended itself from the past game, and the rest of the first half of Psychonauts 2 is dedicated to restoring his fractured mind in three mini-levels. Through this process, we learn that Ford’s power is not to vanquish Maligula but to control her. Ford’s memories reveal that Maligula was once the hidden seventh member of the original Psychonauts, Lucretia Mux. Ford also courted her once upon a time which is why when given the opportunity to vanquish her, he did something else to protect her. The big twist that marks the end of the first half is that Lucretia/Maligula is Raz’s aunt. She has been posing as Raz’s deceased grandmother since Ford used the Astrolathe to plant false memories in her, subduing her Maligula form. Raz is appalled at Ford’s actions which serve as a substantial arc with Raz as a character. His idolatry towards these Psychonaut legends wanes significantly after traversing through their minds and learning that they are all deeply flawed individuals. His experience in Psychonauts 2 reduces his ambitions but to a necessary healthier level.
The result of the second half provides an even bigger twist that blows off the hinges of the mystery. Like the second half of the first game, the main hub relocates to another area. Green Needle Gulch is the abandoned genesis point of the Psychonauts agency and the location of the Astrolathe. After receiving some aid from two original agents to clear off the Astrolathe, the OG Psychonauts reunite to subdue Lucretia’s Maligula form. Before the process is complete, Agent Zanotto, who shirks his brainless mirage here, tries to stop the process. Thinking this scene is a tad askew, Raz and Lili explore Truman's mind to discover that the brain inside is not his own. One character I forgot to mention is Nick, a pitiable little man whose name seemingly cannot be spoken without his mailroom title attached. Recovering Nick’s brain has been a branching quest for Raz since the first half, sidelined enough to forget about it. Nick from the mailroom is such a schmuck that Raz almost checks reuniting his brain off his to-do list by fostering Helmut Fullbear’s brain in his body, but this is a classic red herring tactic. Ironically, Nick is revealed to be a royal figure named Gristol Malik, the rightful heir to the Grulovian dynasty. Maligula was once an aid to Gristol’s fascist royal family, quelling protests with violent forces of water. Upon accidentally drowning her sister, Raz’s real grandmother, Maligula was repressed by the Psychonauts, ending Malik’s regime. Using Zonotto’s body, Nick plans to summon Maligula once again to restore power to his throne. His mind is a garish, narcissistic monument to the potential glory he covets in the style of the “It’s a Small World” teacup ride. He awakens Maligula, but she does not aid him in his return to power. Maligula washes away Green Needle Gulch, and Raz faces her in a fight that should’ve been more difficult. Through understanding Lucretia’s past and present, Raz helps his surrogate grandmother defeat her Maligula side and make peace with herself, eliminating the threat for good. The resolution may be a bit contrived, but the events leading up to it are as brilliant as anything from the first game.
Psychonauts 2 was not a cash grab to bank on the nostalgia of the first game. When Tim tweeted at my neighbor, hinting that his wish could potentially be fulfilled, my initial suspicions were corrected, and now I have no doubt that his team at Double Fine was hard at work developing this sequel. A decade-spanning development period was enough time to oil the rusty creases in the first game’s foundation, fixing all of the awkward controls that made Psychonauts inferior to its contemporaries and refining the chapped visuals enough to make them gorgeous. Any fan of the first game would be delighted in theory, but most things I admired about the first game aren’t present here. I had no idea that the first Psychonauts failed to capture a wider audience because its level of design and humor fit a niche demographic I clearly fall into. Psychonauts 2 surprisingly seems directed less at fans of the original but a second chance to capture that wide demographic for a bigger profit, even if the more accessible design and narrative content alienate older fans. I first lamented that Psychonauts 2 was a shallow Psychonauts game with a glossier sheen, but unraveling the story made me think otherwise. An emotional, contemplative Psychonauts became just as substantive as the first game. Well, I hope Tim can finally afford to pay his mortgage bills at least.
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