Finished this up, it's solid! But even as a huge platformer fan, I think I'd enjoy the game way more if it spent less of its budget on platforming it clearly doesn't care about.

Their apathy for the genre notwithstanding, it made sense for Double Fine to play pretend and wrap Psychonauts 1 up in the trappings of a platformer, as the point and click adventures their team was known for were widely thought to be dead at the time. But the Walking Dead model has been pretty successful for over a decade by now, and the pretense no longer seems necessary. If Psychonauts 2 wasn't constantly bogged down by halfhearted platforming (and rarer but even less convincing combat), it feels like it could've had more time to spend on the colorful characters, goofy dialogue, and inventive mindscapes that made folks fall in love with the original. As is, it simply feels spread too thin.

Most of the original cast returns, alongside ~19 likeable new characters (I especially dug the punk intern and the elderly gay couple!). But almost everyone disappears off the face of the planet immediately after their introduction, only to be seen again briefly at the very end of the game.
There's still some funny dialogue here and there, especially from Raz, but there's far less of it overall, and the rest of the cast almost never has anything new to say. Probably my favorite thing to do in Psychonauts 1 was to check in on the weird new stuff the campers were talking about after clearing each brain; that joy is entirely missing from the sequel.

The minds are visually impressive, but they're all padded out with dull platforming and aside from a few standouts (Cassie's papercraft library, Nick's deluded fascist spin on It's a Small World) their theming feels kinda awkwardly thrown together and their treatment of mental health generally feels pretty shallow.
For its part, the overarching narrative is a bit stronger than the original's, but it's got the same pacing issue where most of the plot occurs at the very beginning and very end of the game, with the entire midsection mostly focused on unlocking a bunch of doors.

None of the game's issues are damning, and I really enjoyed returning to the cozily off-kilter world of Psychonauts after 18 years away. Just wish it didn't feel so bound up by genre expectations.