Psychonauts 2 Review (ArtZ)
Psychonauts 2 picks up right where the first game/VR title left off in more ways than just its story. All of the platforming/basic psychic powers are available right after the first introductory level, unlike a lot of other sequels that wipe away the main character's progression from the previous game. However these powers have been expanded upon with the introduction of the upgrade system, and each tier of these upgrades feel impactful to gameplay. There is also the pin system, of which 3 can be equipped to give cosmetic or functional effects to your psychic powers. These systems add linear depth to previously simple abilities without making the base abilities weak or the fully upgraded varieties too strong.
The depth of these powers as well as other improvements play an important part in the much improved combat from the previous game, which was the weakest element. The biggest improvement to the combat is by far the enemy variety. Rather than having just censors populating every mind in addition to level-specific enemies, there are now 7 more consistent enemy types with their own weaknesses. This further elevates the upgrade system by allowing players to make reliable decisions in regards to making certain enemies easier to deal with. Changes to Raz's abilities also make combat more engaging, such as the addition of dodge attacks and making the PSI Blast on a sectioned cooldown instead of using ammunition. The addition of new powers also helps give the game its own identity separate from the first. The controls for PC also feel much more streamlined than the original game.
Excellent level design and pacing make the game a joy to adventure through and explore. Every area of the game oozes style, personality, and care, while maintaining unique challenges and visuals that keep things fresh. There was almost never a moment that felt like it dragged on or was too confusing. Every mind and area outside felt memorable, and made me intrigued to keep looking for nooks and crannies I had yet to see even without collectibles to incentivize me.
Part of this interest in discovering all of the level is due to the interesting character designs and interactions with said characters. This applies more-so towards the main world than the minds, but there are well-written and humorous characters in them as well. There are many optional conversations Raz can have that world-build and are just entertaining to listen to. Some conversations also give Raz side quests to further incentivize world exploration.
The writing of the game's main story is an excellent expansion of the first game's loose ends and mysteries. Just about every major character from the first game makes a return, and maintains their defining attributes. New characters are introduced when necessary to create new plot developments and dynamics between characters, and while they have a minutely different style than the original cast they are just as well-written. The Psychic Six are a good example of introducing new major characters without sidelining the original ones.
Every moment and area of the game has an excellent soundtrack backing it up, composed by Peter McConnell. The music reflects every situation perfectly and greatly helps players feel immersed in the emotions of the story and the environments. The sound design is also top-notch, with every important sound being recognizable and identifiable to the player for good flow, all while sounding good on top.
Psychonauts 2 is just as good, if not better than the first game. It improves upon aspects such as platforming precision and combat depth while maintaining the personality of the quirky psychological collectathon the original set out to be. Psychonauts 2 is the perfect example of what a sequel should be.