
Raz is told once that he shouldn't manipulate someone's mind in a bid to bend it to his will - there's a bit of Inception to the narrative, yes - but Psychonauts 2 is contradictory in that it keeps asking the player to do just that, for its gameplay loop depends on it.īut don't take any of that to mean it's dour, sincere, and self-serious. It teaches important lessons to kids (Psychonauts' primary audience) as players discover how the same words, when associated with different words, can change in meaning, and also your thinking, entirely. In terms of gameplay, that manifests itself in Raz linking together different words - one of the game's smartest ideas.

arrive at the Psychonauts headquarters Motherlobe, where Raz sets out to solve a new mystery that might involve a mole, necromancy, and (obviously) some bacon.īuilding on its predecessor's themes, Psychonauts 2 continues to explore the human brain: our thought processes, resetting neural pathways, and being open to new ideas. Double Fine knows that its virtual reality-only existence limited its exposure (and that's it been many years since we saw Raz), which is why Psychonauts 2 opens with a cutscene that reintroduces the protagonist and tells us what went down in the Rhombus of Ruin. He returns from Psychonauts and Psychonauts in the Rhombus of Ruin, a short VR title released in 2017 that bridges the story of the two mainline games.
#PSYCHONAUTS 2 RELEASE FREE#
Psychonauts 2 - which is not an Xbox exclusive, despite the Microsoft backing, though it is coming to Game Pass on day one, as a free download - is centred on the young gifted psychic Razputin (voiced by Richard Horvitz) who can jump into people's minds. Imagine then the saviour turned out to be Microsoft - the company that had ditched them for being “ expensive and late” on Psychonauts - who acquired the studio as it sought to build up Xbox's first-party base. First, Double Fine delayed Psychonauts 2 by at least a year, and then Starbreeze lurched towards insolvency due to its own troubles, forcing the makers to cut out boss battles, Schafer admitted. The campaign was successful and a couple of years later, the studio secured a publishing deal with Payday 2 parent Starbreeze Studios. When Psychonauts 2 was first announced in late 2015, Double Fine said it was turning to crowdfunding to cover partial development costs, just as it had for other games too. No wonder then that Schafer struggled to get Psychonauts 2 off the ground - and that it's had its own share of setbacks. Double Fine found a new partner and Psychonauts released to critical acclaim, but it found few buyers, forcing its new publisher to exit the video game industry altogether. That resulted in all sorts of problems, resulting in Microsoft pulling an exclusivity deal midway through production.
#PSYCHONAUTS 2 RELEASE FULL#
Though it had Grim Fandango and Full Throttle director Tim Schafer at the helm, it was the first game for his new studio Double Fine.


The original Psychonauts, released in 2005 on the original Xbox, PlayStation 2 and PC, had a tortured development process. Tell that to someone from the late ‘00s and they likely wouldn't believe you.
