Telekinesis is now for throwing objects at enemies to stun them, instead of simply tossing the enemy itself. Psychic abilities have all seen a big overhaul as well.Ĭertain powers, such as invisibility and confusion grenades, have been removed altogether, but the returning powers have become far more effective. The combat isn’t extremely complex, but it’s exactly where it needs to be. He also no longer strafes and dodges based on lock-on, and instead makes use of a dodge button to get out of the way. He attacks with psychic hand projections, but the combat is extremely smooth and responsive in the sequel, as opposed to the clunky three-hit strike of the past. The abilities Raz uses are very much similar to the first game. I suppose the story direction pivoted in the last few years. Truman Zanotto, who was clearly awake and talking at the end of RoR, is now comatose due to said retcon. Raz has finally made it to the Psychonauts headquarters, only to be surprised by getting made a mere intern after he ended up stopping Oleander’s brain tank world domination plan. Psychonauts 2 picks up immediately after Rhombus of Ruin (although it gets part of its ending jarringly retconned), which itself picked up directly from the first game. This isn’t just one of the best games of the year, it’s one of the best 3D platformers in existence. Thankfully, Psychonauts 2 not only successfully captures all of the character and zany joy of the original, but improves upon nearly every aspect of its gameplay and narrative pacing. Psychonauts is truly beloved for many great reasons, so the odds of Double Fine being able to live up to all the hopes fans were pinning on the sequel seemed like quite the tall order. But a little over a decade after the original release, a Kickstarter popped up that thankfully proved me wrong. For a long time, I didn’t think we’d actually ever get a Psychonauts 2.
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