Psychonauts 2: cult sequel played in detail - preview

Psychonauts 2: cult sequel played in detail - preview

Psychonauts 2

Fortunately, the times when psychonauts were traded as an insider tip are over. Word has long got around that the game by Tim Schafer (Brütal Legend) is much more than a colorful jump 'n' run. With great characters, crazy levels and umpteen memorable scenes, Psychonauts is now considered a creative fireworks display with cult character. Nevertheless, the fans had to wait almost 16 years for a real successor! But how do you continue the story after such a long time? Will the charm of the original be retained? Does the concept ignite a second time? We played Psychonauts 2 (buy now € 69.99) for hours in advance and know: This successor is on the right track!

Recommended editorial content Here you will find external content from [PLATFORM]. To protect your personal data, external integrations are only displayed if you confirm this by clicking on "Load all external content": Load all external content I consent to external content being displayed to me. This means that personal data is transmitted to third-party platforms. Read more about our privacy policy . External content More on this in our data protection declaration.

As if it were yesterday

Psychonauts 2 starts just a few days after the first part and is directly linked to the VR hit Rhombus of Ruin. This is terrific for fans, because for them it feels like the 16-year waiting period has practically never existed. Those who do not even know the first Psychonauts, on the other hand, will hardly understand every swipe and every crazy detail. At least there is a nice video summary for career changers, which squeezes everything important in a few minutes - that's worth a lot.

Table of contents

Page 1 Psychonauts played for 2 hours: Preview with video 1.1 As if it were yesterday 1.2 Home game for connoisseurs 1.3 Mental connection 1.4 Serious undertones 1.5 Greatly improved fights Page 2 Psychonauts played for 2 hours: Preview with video 2.1 Spiritual assistant 2.2 The power of the brain 2.3 Split personality 2.4 Version differences 2.5 More to explore Page 3 Image gallery for "Psychonauts 2: Cult sequel played in detail -… We slip back into the skin of Raz, a psychologically gifted boy and circus performer who dreams of becoming a member of the Psychonauts. This legendary intelligence agency is in a tight spot this time: A mole from their own ranks is trying to raise a mass-murdering super villain named Maligula from the dead - of course Raz and his friends want to do that Avoid any price. To do this, however, they need important information that goes deep hidden in the minds of their former enemy: The mentally damaged Doctor Loboto, who appeared in the first game as a brain-robbing horror dentist. The developers stage this tutorial level in the very best Psychonauts manner: It starts in a harmless office environment, but within minutes gravity is upside down, entire parts of the level tilt to the side or morph into each other, are suddenly penetrated by pulsating gums, until you finally jump and Lying down climbing sections on rotating braces and dentition bridges as if it were the most natural thing in the world - wonderful!

Typical psychonauts: Raz can balance on a psi-ball again and jump high. This is a bit tricky to play and requires practice - just like in the past. Source: Double Fine

Home game for connoisseurs

Psychonauts 2 is based on In the central brain, Raz meets a group of young psychonaut candidates who initially play badly, but then give him a lot of support . Source: Xbox Game Studios of Unreal Engine 4, but the developers still manage to capture the feel of the original perfectly. Regardless of whether you run, jump, climb or balance on a ball of psycho-energy, the controls are very reminiscent of the previous one. Raz now has a quick evasive role and has learned to jump on the wall, but the rest more or less stays the same. And that means: Even if everything now feels much smoother than in the predecessor, there are also a few unstable jump inserts, the camera is not always ideally placed and occasionally you end up involuntarily in the abyss - that's how we know (and love) psychonauts.

This also applies to the graphics, because you can expect the same flashy-colorful character design as 16 years ago. Technically, Psychonauts 2 is not a big hit, but it makes up for it with its playful comic look, beautiful lighting and pretty animations. There is also the usual strong background music from LucasArts veteran Peter McConnell, which creates a good atmosphere.

Fans of the previous games can also look forward to seeing old friends again: All the important characters such as Lilly, Coach Oleander, Sasha No and Milla Vodello are back on board and, like Raz, are set to music by their original English speakers. You will only have to do without the German voice output this time, in Psychonauts 2 only the texts and subtitles were translated.

Mental connection

After the tutorial level, Raz and his companions reach the headquarters the psychonauts. This is what fans have been waiting for! Here, in the so-called central brain, Raz has to start all over again as an intern, so many areas are initially closed to him. Nevertheless, we were able to explore a lot, meet other agents and trainers and dive deeper into the cart. Particularly nice: The complex is populated by dozens of NPCs who contribute comments and fill the level with life - similar to the cozy Whispering Rock from the previous game.

A great moment for fans: Raz finally enters the lively headquarters of the Psychonauts - and must first prove himself as an intern. Source: Double Fine Raz's super spy training begins in Agent Forsythe's classroom, the deputy boss. She takes the students into her world of thoughts, a shimmering purple level construct in which we get to know the first real innovation of the game: the ability "Mental Connection". This allows Raz to hold on to free-floating anchor points and shimmy through certain level areas. But the psi power can do even more: Every now and then we come across thought bubbles that can be connected via the anchor points, so that a person's opinion can simply be turned inside out. And so it happens as it has to: Raz messes with Forsythe's mind - with fatal consequences.

Serious undertones

As soon as Raz has realized his mistake, he and his friends are already cracking up their first joint mission: they should look around a casino for new clues. But Agent Forsythe promptly became addicted to gambling and the mission threatens to fail. Time to act! Raz enters the chaos of thought of his teacher again, which this time presents itself as a cleverly designed mixture of gambling hell and brightly colored hospital. We find out the reason for this from mind safes that are hidden in the levels and hide secret fears and memories of a person. As in the previous game, these scenes are only presented in black and white drawings, without music, without text - for Double Fine it is also important this time to present trauma and mental illnesses with a certain seriousness. This works great again!

Like its predecessor, Psychonauts 2 treats serious issues, but presents them in a cheerful way without making fun of them. Source: Double Fine At the end of the level Forsythe's addiction to gambling manifests itself in the form of a huge, brightly colored octopus. The boss fight takes place in three phases, Raz has to avoid attacks, throw bombs at vulnerable areas and thus expose the heart of the "lucky topus". It's not challenging, but it is nicely staged - the lame bosses from the previous game look very old in comparison.

Greatly improved fights

They were a weak point of the first psychonaut Fights, that's why the developers have made major improvements here. Raz's punches and mind shots have noticeably more power, and he can react much more quickly with his evasive jump. But his enemies also master new tricks. So the opponents are now noticeably faster, even the simple censors rush aggressively towards us. And there are new types of opponents who can no longer be defeated by simply hitting them.

The fights feel a bit more powerful and more precise than in the predecessor. Source: Double Fine For example, "Bad Influence" interferes in the scuffle after a while - a nimble brainwave that supports its colleagues with buffs and simply evades attacks. This is the best place to use Raz's new time bubble power, which slows down enemies and objects, so you can land a few sensitive hits. Other opponents are particularly sensitive to fire. And against the new, strong judges, it is best to use the telekinesis ability, with which you simply tear the hammer out of their hands and hurl it at them.






Powered by Blogger.