he shock of the new is important to Tim
Schafer. “The challenge when making
a Psychonauts level is coming up with
something that makes you feel like you
haven’t seen it in a game before,” he says.
In that regard, we’d say what we’ve played
is a qualified success. It begins at a music
festival called Feast For The Senses, and that’s
a tacit promise on which Double Fine fully
delivers. Via a kaleidoscopic transition, we’re
transported to a woozy, substance-fuelled
brainspace that makes us feel lightheaded.
With a psychedelic rock-inspired soundtrack
noodling away in the background and shrewd
use of chromatic aberration giving the world’s
angular lines and edges a fuzzy, soft-focus
feel, it’s a trip in more ways than one. But
though we might not have been here before, at
the same time there’s an undercurrent of
homecoming: a strange, comforting sensation
that steadily washes over us. Now we feel
transported in a different way, back in time to
15 years ago, and another game that took us to
places where real-world rules no longer apply.
Psychonauts 2 certainly does offer something
new, but it also gives us something equally
precious: more Psychonauts.
A degree of continuity is exactly what Tim
Schafer and Double Fine are aiming for. Not
least since the story begins pretty much
where we left off – or exactly where it left off,
if you played two-hour VR adventureRhombus Of Ruin, which itself ran on from the
end of the first game. “It’s like the third day in
this story,” Schafer says. As before, we’re
controlling Raz, a former circus acrobat with
psychic abilities who can astrally project
himself into another person’s mental world.
The level we play kicks off at Psychonauts
headquarters, when Raz finds a brain in a jar
abandoned in a storage room. “It’s been alone
for 20 years, which has caused it to shut
down a little bit,” Schafer explains. “So when
Raz goes inside, he finds it’s all blackness
except for a tiny little mote of light who can’t
remember anything.” To restore the memories
of this brain, Raz finds a convenient body for
it to inhabit, causing a flood of sensory
information. As the frontman anxiously waits
in the wings while a baying audience throws
tomatoes at the empty stage, Raz must
reunite the rest of the group – each memberrepresenting one of the five senses – before
the crowd gets really angry.
That suggests an urgency that’s lacking
from the first part of the equation at least,
which involves frontman Vision Quest, a
humanoid figure with a giant eye for a head.
Naturally, we’re soon subsumed into that
same eye, and we emerge blinking into a
green-tinged world of stacked amps, scattered
microphones, spotlights and other stage
props. Around those we find extended mic
stands that double as grind rails as well as
spinning fans, on which you’ll find phrases
like “perception is reality”, alongside fish
swimming through the air and – of course –
clusters of mushrooms to jump across.Even without stimulants it feels like
a consciousness-expanding experience. What
follows is, for the most part, an easygoing
delight. It’s quite early in the game (“Not the
first level, not the second level,” Schafer
muses; “It’s right in the middle – well, early
middle.”) and it’s all fairly relaxed. The
original game’s Censors are present, those
fragments of a person’s psyche that try to
maintain order in a chaotic mind. Yet as they
scamper up with their little stamps, they
seem more harmless than usual, and are easily
dispatched with a swipe or two of Raz’s basic
melee attack. That there’s little to be afraid of
is in keeping with the mellow mindset of thehost, naturally, but when we mention its
lightweight challenge to Schafer – as an
observation, not a criticism – he quickly
insists that this won’t be the case for every
level. “It feels like the right amount of combat
for where you are, just like, a little bit of it
here and there. But it definitely ramps up
throughout the game.”
Here, instead, you can focus on exploring
and platforming, which feels appreciably
tighter than it did in the original – as, 15
years on, you’d hope it would. Raz still has
several of his original Psi powers, which are
bound to the bumpers and triggers, though
there’s little call for many of them here. Psi
Float carries us across a few larger gaps that
a double-jump alone isn’t enough to reach,
though some require use of a brand-new
ability: Time Bubble. As your glowing partner
explains, he’s been alone for so long thatT
WE’RE TRANSPORTED TO A WOOZY,
SUBSTANCE-FUELLED BRAINSPACE
THAT MAKES US FEEL LIGHTHEADED
Game Psychonauts 2
Developer Double Fine
Publisher Microsoft Game Studios
Format PC, PS4, Xbox One, Xbox Series X
Release 2021