Let me address a huge elephant in the room before I begin this review: I was not a huge fan of the first Psychonauts, and wasn’t even sure if I was going to play this one, but it was free on game pass so I figured why not give it a try. I did not even finish Psychonauts 1 (I may now try to rectify that). While I loved the art design and was intrigued by the characters and story, the stiff, unresponsive controls were too much of a buzzkill for me and I quit a few hours in. I did, however, watch my ex-girlfriend play through the entire game twice so I’m pretty familiar with it in a second-hand sorta way.
My opinion of Double Fine as a studio has been rather tumultuous as well. Stacking was an incredibly charming, if repetitive puzzle game. As a huge Halloween lover, both Costume Quest games really hit the spot, but I’d be lying if I said the combat didn’t get incredibly repetitive. Broken Age had gorgeous art and some fun puzzles but the story was a bit of a disappointment in the eleventh hour. Brutal Legend was a cool idea I ultimately bounced off of a few hours in.
Suffice to say there hasn’t been a single game they’ve made that I’ve been able to love with my whole heart. There’s always something marring an otherwise charming and compelling experience. That is, until now.
Psychonauts 2 has no right to be any good at all, much less a masterpiece. It’s a sequel coming out 16 years after the original game. It was crowdfunded. Double Fine was acquired by Microsoft mid-development. The game was originally meant to release in 2018. It was delayed until 2019, and then to 2020, before finally coming out 2021. Every red flag in game development is here. Crowdfunding, studio acquisition mid development, multiple year-long delays.
And yet what we got was unquestionably their best game yet and very possibly the best game of 2021. This game has just as much charm as the first Psychonauts, with even more heart, deeper themes, and vastly improved controls. Your basic jump/double jump/glide feels incredibly tight. You’d think rolling around on top of your levitation ball would be unwieldy, but it feels good enough that I was doing long, difficult platforming sequences without touching shoes to ground. My only complaint control wise is swinging from horizontal bars, which can be fiddly to actually grab, and the swinging doesn’t look or feel as fluid as a lot of other games (Prince of Persia: The Sands of Time comes to mind). Thankfully it’s not a mechanic that’s used all that often.
The game unfolds across thirteen of the most visually imaginative and varied platformer levels you’ve ever seen. Casinos, sailing between desert islands, LSD induced music festival, cooking reality show, quilted fields. It just never stops. Plus you have several open areas in the real world to explore, basically Psychnonauts headquarters and the surrounding environs.
Unlike the first game, every ability you get feels meaningful and has combat utility. Even clairvoyance, which is necessary to beat certain enemies. Your hookshot/grappling hook is a fantastic distance closer, and can be modified to root enemies in place for some crowd control. I actually found myself really enjoying the combat in this game, to the point where I wished it was harder and that there was some kind of Twilight Princess esque cave of ordeals where you could just fight through increasingly difficult encounters.
What else can I say? Game is a goddamn mastah peece. This isn’t just for fans of the first game, this is for anyone who has ever loved a 3D platformer before, because it’s one of the best ones ever made. I put it right up there with Sly 2/3 and the Super Mario Galaxy games.