Psychonauts 2

Last updated

Psychonauts 2
Psychonauts 2 cover.png
Key artwork by Nathan Stapley
Developer(s) Double Fine
Publisher(s) Xbox Game Studios
Director(s) Tim Schafer
Producer(s)
  • Andy Alamano
  • Gavin Carter
  • Naoko Takamoto
Designer(s)
  • Seth Marinello
  • Zak McClendon
Programmer(s) Kee Chi
Artist(s) Lisette Titre-Montgomery
Writer(s) Tim Schafer
Composer(s) Peter McConnell
Engine Unreal Engine 4
Platform(s)
Release
  • PS4, Windows, Xbox One, Xbox Series X/S
  • August 25, 2021
  • Linux, macOS
  • May 24, 2022
Genre(s) Platform
Mode(s) Single-player

Psychonauts 2 is a platform game developed by Double Fine and published by Xbox Game Studios. The game was announced at The Game Awards 2015 ceremony, and released on August 25, 2021 for PlayStation 4, Windows, Xbox One and Xbox Series X/S, and on May 24, 2022 for Linux and macOS.

Contents

Like the game's predecessor, the player controls Raz, a young acrobat who is training to become a Psychonaut, a member of an international task force that uses their psychic abilities to stop those that perform nefarious deeds with their own psychic forces. Within Psychonauts 2, which directly follows the events of the interstitial virtual reality game, Psychonauts in the Rhombus of Ruin , the Psychonauts try to learn who was really behind the capture of their leader, unveiling a deep mystery surrounding the organization's founding and Raz's family history. To uncover the mystery, Raz enters the mindscapes of various characters to discover clues. Within these mindscapes, Raz can perform a variety of new and returning psychic abilities that allow him to maneuver through their often-twisted minds and battle the mental creatures they produce.

The original Psychonauts, released in 2005, was met with critical praise, but failed to sell well and was considered a commercial failure for several years after its first release. Double Fine and game director Tim Schafer had expressed the desire to create a sequel to Psychonauts, but the financial demand of developing the game stalled any serious attempt for several years. Double Fine regained the intellectual property to Psychonauts from Majesco Entertainment in 2011, allowing them to rerelease the game on modern platforms, which saw strong sales and increased demand from players for a sequel. Double Fine sought to acquire part of its financial capital to fund the developments of Psychonauts 2 through a US$3.3 million crowd-funding and investment drive through Fig, launched simultaneously with the game's announcement. The campaign raised nearly $4 million by the beginning of 2016. While Psychonauts 2 was initially to be published by Starbreeze Studios under a publishing-only deal, Starbreeze fell into bankruptcy in 2018. By 2019, Microsoft acquired Double Fine as part of Xbox Games Studios as well as securing the publishing rights from Starbreeze. This acquisition allowed Double Fine to complete the game as envisioned, rather than dropping the planned content.

Upon release, Psychonauts 2 received generally positive reviews from critics, with many feeling it lived up to the quality of its predecessor. Praise was directed at its platforming, level design, visuals, writing, and tone, while criticism fell on aspects of the gameplay and the boss battles.

Gameplay

Psychonauts 2 is a platform game played in a third-person view. The single player controls Razputin "Raz" Aquato, the ten-year-old child runaway of a circus acrobat family, [1] who possesses powerful psychic abilities that allow him to delve into the minds of others. Raz is a new graduate of the Psychonauts, an agency of psychic spies. His acrobatic skills are used to deftly navigate environments in the game; he can run, jump, scale walls and platforms, and slide along rails, but cannot swim due to a family curse. [2] Raz hones his abilities into an array of psychic powers that allow him to use pyrokinesis, levitation, telekenesis and so on. [3] Several powers return from the original game, with additions such as Mental Connection, which Raz uses to tether between floating points. [2] Up to four powers can be assigned at once, and are swapped out via a pop-up interface. [3]

Raz's powers and combat moves are used to defeat enemies. Psychonauts 2 gameplay.gif
Raz's powers and combat moves are used to defeat enemies.

Each of the game's levels exist in their respective character's consciousness. Levels often require completion of a goal to resolve the character's psychological issues. Environmental design in each level gives insight into the character's life experience and mental state. [2] [4] In one level, Raz enters the mind of a character crippled by alcoholism. The level design alludes to the character's struggles, with beer bottles used as set pieces. [5] [6] Another character develops a gambling addiction; their level is set in a warped casino-hospital amalgam. [lower-alpha 1] Combat foes in the levels are typically personifications of mental phenomena. Censors attack Raz with stamps, flying Regrets drop weights, and Enablers buff other enemies' health and attacks. [3] [6] [7] In fights, Raz combines his abilities with melee attacks and dodges. [2] When Raz falls through a level or depletes his health, he respawns at a checkpoint. [8] Several levels culminate in a boss battle. [2]

When not progressing the story, Raz can explore the four distinct hubs of a large overworld. He begins in the Motherlobe, a corporate building used as the Psychonauts' headquarters. Later, he can explore the surrounding areas: an open Quarry, the wooded Questionable Area? and the Green Needle Gulch swampland. [3] [6] Raz can interact with many of the world's characters, and complete side activities and scavenger hunts. [3] Completed levels may be revisited. [8] Across the levels and hubs, Raz amasses several collectible items, such as Figments, Memory Vaults and Nuggets of Wisdom. [lower-alpha 2] Some items, such as PSI Cards, increase Raz's rank and unlock ability upgrades. [2] In-game currency can be spent on Pins, which provide passive gameplay effects such as health kits, and other items. [8]

Synopsis

Setting

Psychonauts 2 is set in a fictional, alternate world in the 1980's in which psychic powers exist thanks to the fictional element Psitanium - a substance brought to the planet by several meteors. The Psychonauts are an international espionage agency focused on psychic peacekeeping, scientific research of the human mind, and the development of psychic-based technologies.

In Psychonauts, the player-character Razputin "Raz" Aquato is a young acrobat fascinated by the Psychonauts, but shunned by his family who fear his psychic abilities. He runs away and infiltrates Whispering Rock summer camp, a training facility for young Psychonaut recruits. While there, he helps to foil a plan by the demented Dr. Loboto and misguided Coach Oleander to steal the brains of his fellow campers and the Psychonaut agents Sasha Nein and Milla Vodello, while befriending Psychonauts founder Ford Cruller and Lili Zanotto, the daughter of the Grand Head of the Psychonauts, Truman Zanotto. Raz's father, Augustus, comes to accept Raz's goal of being a Psychonaut, revealing his own weak psychic abilities. Psychonauts in the Rhombus of Ruin follows immediately from the end of Psychonauts, where Raz joins Sasha, Milla, Coach and Lili to rescue Truman from being captured by Dr. Loboto.

Characters

In addition to returning characters from the previous games, Psychonauts 2 introduces the other founding members of the Psychonauts alongside Ford Cruller, known as the Psychic Six: Otto Mentallis, chief inventor who assists Nein and provides new psychic equipment; Compton Boole, who pioneered telepathy with animals; Bob Zanotto, uncle to Truman Zanotto and capable of communicating with plant life; Helmut Fullbear, Bob's husband and a psychic actor whose body was lost and his brain was kept in a jar for over 20 years, making him lose his five senses; and Cassie O'Pia, an author of the self-help book "Mindswarm" who is lost in a multiple personality disorder.

Additional Psychonauts staff at their headquarters, the Motherlobe, include Hollis Forsythe, Second Head of the Psychonauts, Nick Johnsmith, the only non-psychic member of the Psychonauts who works in the mailroom section, and a group of interns training to become agents. These interns include Sam Boole, elder sister of Dogen and granddaughter to Compton who can communicate with animals like her family; Adam Gette, the African-British keeper of the Psychonauts' history board who powers yo-yos as a weapon; Morris Martinez, a radio aficionado who travels around via levitating wheelchair; Gisu Nerumen, an engineering ward to Otto and levitating skateboarder; Norma Natividad, a shrewd manipulator and talented pyrokinetic; and Lizzie Natividad, Norma's cryokinetic and moody sister.

Raz's family beyond Augustus are also introduced, including Augustus' wife and Raz's mother Donatella, older siblings Dion and Frazie, younger siblings Mirtala and Queepie, and their Nona, mother to Augustus.

Plot

After capturing Loboto and recovering Truman's comatose body, Raz joins the other Psychonauts inside Loboto's mind to learn his co-conspirator's identity, but they find his psyche secured against their efforts. However, Raz sees a vision of a woman whom Sasha identifies as Maligula, a cruel hydrokinetic who flooded and destroyed the nation of Grulovia's capital. Maligula was believed killed by the Psychic Six, but her followers, the Deluginists, have looked to necromancy to resurrect her. The senior agents suspect a double agent within the Psychonauts aided Loboto in kidnapping Truman.

At the Motherlobe, Hollis assigns Raz to work as an intern in the mail room under Nick. Raz finds Nick's brainless body and a key to a room at the Lady Luctopus Casino. During a training exercise, Raz uses his powers to convince Hollis to bring the interns on the mission. However, he brings out Hollis's latent gambling addiction and is forced to undo this to get the mission back on track. Inside the room, Raz finds evidence of the Deluginists and a slip of paper indicating Lili as the double agent.

Raz shows Lili the paper he found, but she refuses to believe it and runs off. To Raz's surprise, Truman reveals he is faking his coma and urges Raz to bring Ford Cruller to the Motherlobe and reconstitute his split personalities, as he holds the secret behind Maligula. Raz does so, along the way helping the other Psychic Six members with their mental traumas that developed after their fight with Maligula. Once Ford is whole, he explains that Maligula is actually Lucrecia Mux, the previously-unknown seventh member of the Psychic Six who was in a romantic relationship with Ford. Lucrecia returned to Grulovia to quell an uprising, but under its leader Gzar Theodore's abusive treatment, Lucrecia created the Maligula personality as a fight-or-flight response. However, Maligula went out of control and flooded the country, killing peaceful protestors and forcing the Gzar and his family into exile. The Psychic Six defeated Maligula, but Ford secretly used one of Otto's inventions, the Astralathe, a device that makes permanent alterations to the mind, to bury the Maligula personality deep inside Lucrecia's mind and make her believe she was Marona "Nona" Aquato, who died during the flooding. Ford also altered Marona's son Augustus' memories to accept Lucrecia as his mother. Finally, Ford used the Astralathe to split his own mind to forget about Lucrecia. Raz, horrified by the revelation, runs off to warn his family, but Ford warns that the family's memories will unravel and they might attack her, triggering the Maligula personality in the process.

Ford and Raz find Nona in the nearby Green Needle Gulch, home of the Psychic Six, where the Astralathe is kept, as Nona shows signs of remembering her time as Lucrecia. Ford determines that with the Psychic Six's help, they can use the Astralathe to create a further hole in Nona's mind to banish the Maligula personality permanently. Within Nona's mind, they learn that she had been already recalling elements of Lucrecia, and was the one to convince Raz to go to Whispering Rock as an indirect means to call for the Psychonauts' help. As Ford and Raz prepare to banish Maligula, Raz is suddenly removed from Nona's mind by Truman, who was called by suspicious intern Norma. Finding Truman's actions suspicious, Raz and Lili enter his mind and discover his brain is actually that of Nick, who reveals to be Gristol Malik, Gzar Theodore's son. Malik posed as Nick to infiltrate the Psychonauts and get revenge for his family's downfall. He instituted a plan to have Loboto replace Truman's brain with his, using Truman's position to revive Maligula, destroy the Psychonauts, and reconquer Grulovia.

The other Psychonauts arrive too late to prevent Maligula's reawakening. Torn by the confusion, Maligula lashes out and attacks the area, forming a storm that swarms Green Needle Gulch. Raz, Lili, and Norma are the only ones lucky enough to escape. As Lili leaves to find Truman's brain, Raz races back to his family, now aware of the truth, who assist Raz in reaching Maligula with an advanced acrobat technique and entering her mind. Raz battles the Maligula personality with the other interns, summoned by Norma, weakening her until Nona can emerge. She and Raz combine their powers to seal Maligula into the depths created by the Astralathe. In the aftermath, Nona is pardoned and reconnects with Ford, Truman's brain is restored, Malik is imprisoned for therapy, Loboto escapes to retrieve his child from Whispering Rock, and Raz and the interns graduate to become junior agents.

Development

Background

Double Fine's first title as a studio was Psychonauts, released in 2005. The title was considered a commercial failure, but was highly praised by critics for its characters and writing and gained a cult following. In the years following its release, fans and game journalists urged Tim Schafer, CEO of Double Fine and principal creative lead on the game, to develop a sequel to the title. [9] [10]

Schafer had expressed interest in working on the Psychonauts franchise again, with the company having envisioned larger story arcs for the game's characters over the course of its development. [11] [12] The development of the sequel would require a publisher that was interested in the game, and Double Fine approached publishers with the idea; Schafer said that in these pitches, he pointed out the large number of both legitimate sales through digital distribution and through the illegitimate means of software piracy. [11] [13]

After Double Fine's success with the concurrent development and publishing of several smaller games, such as Costume Quest and Iron Brigade , Schafer felt more comfortable about embarking on a sequel, knowing that it need not obstruct the creation of any newer properties. [14] Despite this, the publishers continued to turn down the idea. Some called the concept too creative or too obscure, according to Schafer. [11] For others, with whom Schafer said he had good relations, the deals they offered did not fit with the scale Double Fine had planned for the game. [15]

In February 2012, Markus Persson, at the time the owner of Mojang, made a public offer to fund a sequel to Schafer through Twitter. [16] Later that day, a company representative for Double Fine stated that Persson and Schafer were discussing the possibility, without further affirmation. [17] Persson noted that the anticipated costs that Double Fine would need would be an estimated $18 million, far exceeding what was initially expected to fund and cautioned fans to avoid hyping the funding possibility. [18] Persson and Schafer met at the Game Developers Conference in March 2012; no definitive plans were made for funding a sequel, however. [19] In February 2013, Persson officially stated that he was no longer directly trying to fund the sequel, commenting that he did not "have the time at the moment to even try to get educated enough to make an 18 million dollar deal", though would be open to the idea at a later time after he left game development; Persson did note other potential investors have stepped forward to help any such effort. [20]

Announcement and fundraising

At the 2015 Game Awards, Schafer announced Double Fine's plans to work on Psychonauts 2 using a crowdfunding campaign through Fig. The company sought $3.3 million in funding for the game, which represented approximately one-third of the planned development costs, and would augment money being put in by Double Fine and a third-party investor. Schafer noted that while the amount was the same that they had raised for their Broken Age Kickstarter, which by the time of its release had significantly overrun its budget, he felt the studio was in a better position to manage the costs and processes necessary to deliver Psychonauts 2 on schedule. [21] Schafer noted that this funding approach — bringing in money from multiple investors instead of from a single publisher — is similar to the approach taken by the movie industry, and further, that the use of crowdfunding can alleviate some of the traditional risks associated with investment, being an effective means of proving public interest in a title. [15]

Mere days after the announcement of the Psychonauts 2 campaign, Double Fine announced the development of Psychonauts in the Rhombus of Ruin , a publisher-funded virtual reality game for the PlayStation VR. The game is a smaller standalone chapter that serves as a bridge between the original game and its sequel, featuring Raz and the other psychonauts rescuing Truman Zanotto, tying into the conclusion of Psychonauts. [22]

During the campaign, Schafer confirmed that in addition to voice actors, several team members who worked on the original game would return for the sequel, including Erik Wolpaw as writer, Peter Chan and Scott Campbell as artists, and Peter McConnell as the composer. [23] 2 Player Productions, a video production company who had previously worked with Double Fine to document the development of Broken Age , would be similarly documenting the creation of Psychonauts 2. [24] Double Fine planned to use Unreal Engine 4 to develop the sequel, allowing them to save time and money that would otherwise be spent developing a custom game engine, as they had done in the past. [25]

The campaign reached its target funding goal with five days left in its 38-day campaign. [26] Upon completion, a total of $3,829,024 had been raised from 24,109 backers, with about $1,874,000 (48%) coming from those who opted to invest in the game compared to those who chose the more traditional reward-based options. [27] Some of this funding was tied up in process with the Security and Exchange Commission to authorize Fig's use of unaccredited investors; Fig during this time covered Double Fine's development costs from their own capital. The matter was resolved by September 2016, assuring Double Fine will receive the amount funded or invested. [28]

In February 2016, Zak McClendon, who had previously worked as design director at 2K Marin and Harmonix announced he had been hired as lead designer for Psychonauts 2. [29]

In February 2017, it was announced that Starbreeze Studios had invested $8 million to help digitally publish the game across all platforms. They would recoup the investment by gaining 85% of the profit on sales, after the Fig investors are accounted for, until it is recovered, and then take 60% beyond that. The investment only affected the distribution, as Double Fine retains all control on the intellectual property and the development process. [30]

Double Fine had originally planned on a 2018 release for the title, but announced in December 2017 that with the game in full development and their planned roadmap towards release completed, they did not expect to release the game until at least 2019. [31] Double Fine premiered the game's first full trailer at The Game Awards 2018 in December 2018. Psychonauts 2 was in alpha at this time. [32]

By June 2019 Double Fine had been acquired by Microsoft as part of Xbox Game Studios. Microsoft purchased the publishing rights for the game from Starbreeze for $13.2 million. Despite the sale, Double Fine stated that Psychonauts 2 would still be released on all previously announced platforms (not being exclusive to Microsoft platforms). [33] [34] The Microsoft acquisition allowed Double Fine to pay back the Fig investors earlier at a 139% return and increasing subsequent revenue-based return on investments from 70 to 85%. [35] Schafer said in a 2020 interview that prior to Microsoft's acquisition, they were at a point that they cut the boss fights out of the game due to lack of funds, but were able to re-add them afterward. [36]

Release

In July 2019, Double Fine announced that they had delayed the game's release until 2020, wanting to make sure they make the game as good as players are expecting. [37] Double Fine announced in July 2020 that the game was further delayed to 2021, which will allow for an Xbox Series X-optimized version to be released as well. [38] A release date for the game was officially announced at E3 2021. [39] Double Fine announced on Twitter that the game had gone gold on August 6, 2021. [40] On August 23, 2021, Double Fine revealed that the macOS and Linux versions had been delayed to an unannounced future date. [41] Both versions were eventually released on May 24, 2022. [42]

Double Fine, along with 2 Player Productions, documented the development of Psychonauts 2, and released a documentary, Double Fine PsychOdyssey , for free on YouTube in February 2023. [43]

Voice cast

Most of the game's original voice actors from Psychonauts returned to voice their characters, notably Richard Horvitz and Nikki Rapp as the voices of Raz and Lili respectively. [23] New to Psychonauts 2 includes Jack Black, who has worked on previous Double Fine games, as Helmut Fullbear, and Elijah Wood, who also had provided voicework with Black in Broken Age , as Nick Johnsmith. [44] As an easter egg casting, Rikki Simons voices the embodiment of one of Raz's powers; Horvitz and Simons had previously voiced the characters Zim and Gir in the animated show Invader Zim . [45] Kimberly Brooks, who voiced Hollis Forsythe, won a BAFTA Award for Performer in a Supporting Role for her work on Psychonauts 2. [46]

Reception

Game critics considered Psychonauts 2 a successful sequel worthy of its long wait. [7] [52] [53] [54] [55] Reviews for most platforms were "generally favorable" according to review aggregator Metacritic, [47] [48] [50] while the Xbox One version received "universal acclaim". [49] The story and character writing was praised for its depth, humor and treatment of serious themes with finesse. [7] [55] [56] [57] Further, the examination of mental health issues was praised for its warmth and sensitivity. [52] [53] [54] [55]

Creativity in level design and the colorful art style were widely applauded. [3] [8] [52] [58] Criticisms were leveled at the combat, [8] [53] [54] [56] boss fights [3] [5] [7] [59] and upgrade systems. [1] [5] [6] [60] Pure Xbox considered the game one of 2021's best and among the "greatest sequels ever made". [54] Ars Technica called it a strong Game of the Year contender and "one of the best video games [they had] ever played". [56] GamesRadar and The Guardian considered it a standout in the platforming genre, [1] [5] while The Daily Telegraph called the game a "straight-up classic". [57] GameSpot felt the game was an "astonishing achievement" and Double Fine's magnum opus. [3]

Wide praise was given to the narrative's quality. Its interspersion of sharp, witty humor with well-paced story beats and a delicate treatment of complex themes resonated with multiple critics. [7] [55] [56] [57] Ars Technica felt the writing "shines in every dimension". [56] Gaming Bolt lauded the writing's charm and humor despite its heavier subtext. [53] Polygon and Telegraph noted greater maturity in the game's themes over its predecessor; [55] [57] the former praised the handling of thematic complexities with "empathy and responsibility". [55] Eurogamer highlighted the exploration of consequence and the ethics of invading one's psyche without informed consent. [6] Reviewers noted this quandary manifested in an early level where Raz recklessly alters Hollis' psyche and must reconcile with the repercussions. [3] [6] [8] [54] Gaming Bolt considered Raz a strong lead character written with depth and relatability. [53] The eclectic supporting cast was acclaimed by IGN as a testament to the strong writing. [8] Horvitz and Black were considered by Video Games Chronicle (VGC) the standouts of a strong cast. [59] Ars Technica called the performances wholly "pitch-perfect". [56] Kotaku highlighted the cast's varied idiosyncrasies, supported by strong writing and performance. [60] Hardcore Gamer lamented the interns' relegation to supporting roles in the wider narrative after a strong introduction and faulted the final act's pacing. [58]

The narrative's capacity to harmonize its treatment of mental health issues with warmth, humor and sensitivity was applauded. [53] [55] [56] [57] Game Informer praised the artistic framing of mental health [52] and Pure Xbox considered it the game's "most incredible achievement". [54] The Guardian felt the portrayal was imperfect yet unpredictable. [1] Gaming Bolt noted the pairing of "weighty themes" with humor and levity worked as the lightheartedness avoided irreverence. [53] A balance between "caricature and empathy" was achieved, in Eurogamer's view, with the thematic portrayal simultaneously playful and sophisticated. [6] Hardcore Gamer found the game able to explore its themes with greater substance than its predecessor. [58] The themes, in VGC's assessment, were handled with "immense care" and eschewed cliché. [59] Kotaku noted the examination of the human condition and its "challenging, painful, wonderful complexity". [60] A positive and hopeful message amid the thematic gravitas was noted by Gaming Bolt. [53] Ars Technica and Kotaku praised the humanization of the secondary antagonist Gristol Malik. The former cited ambiguity in "where villainy lives", [56] and the latter found empathy in the depiction of Malik's turmoil. [60] Polygon panned the late-game allegory of the "tragic eastern European state" as beholden to antiquated tropes. [55]

The game's art style and level design were both widely acclaimed. Psychonauts 2 Sensorium.jpg
The game's art style and level design were both widely acclaimed.

The vibrant color palette and originality of the art and level design was acclaimed. Design and presentation descriptors ranged from "creative" [8] [53] [59] [60] and "imaginative" [1] [5] [52] [58] to "colorful" [3] [52] [54] [58] and "inventive". [5] [55] [59] Stylistic influences cited by critics included the works of Tim Burton, [54] [61] Terry Gilliam, [59] Sigmund Freud [55] and Pixar. [54] Game Informer lauded the aesthetics [52] and Pure Xbox called the architecture and character models "beautifully designed". [54] Stylistic distinction between the different levels was noted by Guardian, [1] Kotaku [60] and Polygon. [55] The design was considered "abstract" and "absurdist" by GamesRadar. [5] Telegraph and Ars Technica welcomed the atypical level environments, which subverted expectations by avoiding stock ice, lava and desert themes. [56] [57] Environmental storytelling was noted by reviewers to enrich story and character development. [3] [8] [53] [56] GameSpot observed that each level's art design reflected its respective character's mental disposition. [3] Telegraph described the shifting story and gameplay elements as "delightfully disorientating". [57] VGC posited that the levels would dominate a list of the all-time best in platform gaming. [59] Game Informer observed occasional bygone textures, [52] and IGN noted stiff facial animations and slight repetition in the level structure. [8] While praising their creativity, Hardcore Gamer and EGM felt none of the levels eclipsed the original game's; both cited the acclaimed "Milkman Conspiracy" level among others. [7] [58] The music score was revered as "top-notch", [8] "exuberant" [3] and "incredible". [58] The frequent musical motifs were noted by GameSpot to add cohesiveness between the different areas. [3] Game Informer and Gaming Bolt found the music enhancive to each level's presentation. [52] [53] The cooking show level's soundtrack was highlighted by Eurogamer as some of the game's best music. [6]

Some reviewers considered combat a notable weakness amid stronger elements. [8] [53] [54] [56] [59] Others observed successful innovation on the original's combat. [3] [7] [60] Negative gameplay descriptors ranged from "dated" [59] and "fiddly" [1] to "clunky". [8] [53] The limitation of having a maximum four abilities equipped at once was a common complaint. As foes were dispatched with different abilities, critics found the constant need to switch abilities disruptive to flow. [7] [8] [52] [57] [59] Telegraph wrote the game lacks Ratchet and Clank 's "pixel perfect precision" in character movement. [57] Ars Technica felt overlong attack animations impeded fluidity. [56] Gaming Bolt and Pure Xbox felt Raz's attacks lacked heft. [53] [54] The combat's intensity and pacing were praised by Hardcore Gamer. [58] Kotaku likened combat scenarios to "mini-puzzles", solvable only with command of Raz's abilities. [60] They felt constant ability swapping aided immersion and described gameplay as "responsive and smooth". [60] Some critics felt the original's poor controls were largely corrected, with greater command of Raz's acrobatics. [3] [56] [60] Electronic Gaming Monthly (EGM) said platforming achieved a "level of polish that feels modern", but that combat was merely functional. [7] Ars Technica occasionally misjudged jumps and impassable ledges. [56] Jump distance issues were broached by Game Informer and IGN as well, though both considered the gameplay largely satisfactory. [8] [52] Some boss fights disappointed GameSpot as repetitive strategies became a monotony; [3] EGM felt the fights amplified combat problems, and that the tedium of waiting out attack patterns exemplified the underlying design's age. [7] Unavoidable attacks and sparse battle checkpoints frustrated VGC. [59] Design creativity in the other gameplay elements was not, according to GamesRadar, recaptured in the boss fights, [5] and Eurogamer felt "rickety execution" slightly dampened their fun. [6]

Reviewers praised much of the game's side content, but several faulted the upgrade systems. Gaming Bolt called the hub world a "joy to explore", with no disparity between the main plot and the side content. [53] GamesRadar praised the world's visual design and the story vignettes players would enjoy discovering. [5] The design was said by IGN to recapture the original game's "folksy feel". [8] Hardcore Gamer complimented the world's breadth and enjoyed discovering its secrets. [58] Because of their strong writing, Kotaku wanted to learn more about the supporting cast, [60] whom VGC felt the side missions allowed to shine. [59] GameSpot felt "natural intrigue" prompted exploration and that clever world design made it easy to navigate. [3] They said character interactions deepened the world, typified by Raz's family exchanges. [3] GamesRadar sought to navigate all possible dialogue paths with the ensemble. [5] Ars Technica noted design cues taken from classic Nintendo games, with abundant side content to be discovered. They found that interactions with the supporting cast incentivized world exploration. [56] GameSpot felt collectible objects were integrated effectively into level exploration. [3] EGM posited that some players may tire of the backtracking necessary to complete all the areas. They saw little incentive to do so, as a fully upgraded Raz had no rewarding way to expend his powers. [7] The upgrade system was considered laborious and redundant by some reviewers. [1] [5] [6] EGM felt the upgrades added little to the meager combat. [6] Ars Technica felt they supplemented Raz's abilities sufficiently. [56] Some reviewers considered the pin system largely superfluous; [5] the ability to equip only three at once was criticized as limiting by IGN and Kotaku. Both reviewers felt the pins were expensive and that many lacked use, and the former found the game's economy unbalanced. [8] [60]

Awards and accolades

YearAwardCategoryResultRef.
2021
Golden Joystick Awards 2021Best StorytellingNominated [62] [63]
Best Visual DesignNominated
Xbox Game of the YearWon
Ultimate Game of the YearNominated
The Game Awards 2021 Game of the Year Nominated [64]
Best Game DirectionNominated
Best NarrativeNominated
Best Art DirectionNominated
Best Action/Adventure GameNominated
2022 22nd Game Developers Choice Awards Best DesignNominated [65]
Best NarrativeWon
Best Visual ArtNominated
25th Annual D.I.C.E. Awards Adventure Game of the Year Nominated [66]
Outstanding Achievement in Original Music Composition Nominated
Outstanding Achievement in Story Nominated
33rd GLAAD Media Awards Outstanding Video Game Nominated [67]
18th British Academy Games Awards AnimationNominated [68]
Artistic AchievementNominated
Game Beyond Entertainment Nominated
MusicNominated
NarrativeNominated
Technical Achievement Nominated
Performer in a Supporting Role (Kimberly Brooks as Hollis Forsythe)Won

Related Research Articles

<i>Day of the Tentacle</i> 1993 adventure game

Day of the Tentacle, also known as Maniac Mansion II: Day of the Tentacle, is a 1993 graphic adventure game developed and published by LucasArts. It is the sequel to the 1987 game Maniac Mansion. The plot follows Bernard Bernoulli and his friends Hoagie and Laverne as they attempt to stop the evil Purple Tentacle - a sentient, disembodied tentacle - from taking over the world. The player takes control of the trio and solves puzzles while using time travel to explore different periods of history.

<i>Full Throttle</i> (1995 video game) 1995 video game

Full Throttle is a 1995 graphic adventure video game developed by LucasArts and designed by Tim Schafer. It was Schafer's first game as project lead and head writer and designer, after having worked on other LucasArts titles including The Secret of Monkey Island (1990), Monkey Island 2: LeChuck's Revenge (1991), and Day of the Tentacle (1993). Set in the near future, the story follows motorcycle gang leader Ben, who must clear his name after being framed for the murder of a beloved motorcycle manufacturing mogul. A remastered version of the game was developed by Double Fine Productions and was released in April 2017 for Windows, PlayStation 4 and PlayStation Vita, with later ports for iOS and Xbox One.

<span class="mw-page-title-main">Tim Schafer</span> American video game designer

Timothy John Schafer is an American video game designer. He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts. Schafer is best known as the designer of critically acclaimed games Full Throttle, Grim Fandango, Psychonauts, Brütal Legend and Broken Age, co-designer of Day of the Tentacle, and assistant designer on The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge. He is well known in the video game industry for his storytelling and comedic writing style, and has been given both a Lifetime Achievement Award from the Game Developers Choice Awards, and a BAFTA Fellowship for his contributions to the industry.

<span class="mw-page-title-main">Double Fine</span> American video game developer

Double Fine Productions, Inc. is an American first-party video game developer of Xbox Game Studios based in San Francisco, California. Founded in July 2000 by Tim Schafer shortly after his departure from LucasArts, Double Fine's first two games – Psychonauts and Brütal Legend – underperformed publishers' expectations despite critical praise. The future of the company was assured when Schafer turned to several in-house prototypes built during a two-week period known as "Amnesia Fortnight" to expand as smaller titles, all of which were licensed through publishers and met with commercial success. Schafer has since repeated these Amnesia Fortnights, using fan-voting mechanics, to help select and build smaller titles. Double Fine is also credited with driving interest in crowdfunding in video games, having been able to raise more than US$3 million for the development of Broken Age, at the time one of the largest projects funded by Kickstarter, and more than US$3 million for the development of Psychonauts 2.

<i>Psi-Ops: The Mindgate Conspiracy</i> 2004 video game

Psi-Ops: The Mindgate Conspiracy is an action adventure video game developed by Midway Games for Xbox, PlayStation 2 and Microsoft Windows and released on June 14, 2004. The game was developed as a means for Midway to develop new game physics capabilities. The primary game mechanic in Psi-Ops is the use of six different psychic abilities: telekinesis, remote viewing, mind drain, mind control, pyrokinesis, and aura view. These abilities are unlocked throughout the game and used in conjunction with stealth and third-person shooter gameplay to combat enemies and solve puzzles.

<i>Psychonauts</i> 2005 video game

Psychonauts is a 2005 platform video game developed by Double Fine Productions and published by Majesco Entertainment for Microsoft Windows, Xbox and PlayStation 2.

Double Fine Comics is a webcomics collective supported by Double Fine Productions. Each comic varies in style and tone, but they all reflect the eclectic humor found in the Double-Fine produced game Psychonauts. The webcomics were published in Adobe Flash format on the company website under the heading 'Comics'.

<i>Brütal Legend</i> 2009 video game

Brütal Legend is an action-adventure video game with real-time strategy game elements created by Double Fine and published by Electronic Arts for the PlayStation 3 and Xbox 360. The game was released during October 2009 in North America, Europe, and Australia. Though Brütal Legend was originally to be published by Vivendi Games prior to its merger with Activision, Activision dropped the game from its portfolio after the merger. It was later picked up by Electronic Arts, though Activision and Double Fine brought counter-lawsuits against each other over publishing issues. The issues were settled out of court. Later, Double Fine announced a port of the game for Microsoft Windows via Steam, which was released in February 2013. Mac OS X and Linux versions of the game were made available as part of the Humble Bundle in May 2013. A physical collector's edition for Windows, Mac OS X, and Linux was released by IndieBox in October 2014.

<i>Costume Quest</i> 2010 action role-playing video game

Costume Quest is a party-based role-playing video game developed by Double Fine Productions and published by THQ on October 20, 2010. In the game, the player controls a child who is trick-or-treating with their twin on Halloween night when they encounter a monster that kidnaps their sibling. The player must travel around the local neighborhood collecting items for their costume, candy, and fellow children as companions in order to face the leader of the monsters and rescue their sibling. The costume aspects are used in turn-based battle segments, where the player character and companions are transformed into whatever they are dressed as to fight other monsters; the costume aspects are also used for abilities outside of battles.

<i>Sesame Street: Once Upon a Monster</i> 2011 video game

Sesame Street: Once Upon a Monster is a Sesame Street video game developed by Double Fine Productions and published by Warner Bros. Interactive Entertainment in conjunction with Sesame Workshop. The game was released in North America on October 11, 2011 for the Xbox 360 console. Players use the Kinect controller to control the Muppet characters Elmo and Cookie Monster and new characters Marco and Seamus as they sing and dance. Though Once Upon a Monster represents Double Fine's first foray into licensed property, the title started as one of four smaller titles, alongside Costume Quest, Stacking, and Iron Brigade, during an "Amnesia Fortnight" period during Brütal Legend, and was later found to be easily adapted to the Sesame Street property. The original prototype of the game, titled Happy Song, was released for Microsoft Windows as part of the Amnesia Fortnight 2012 bundle on November 19, 2012. Microsoft developed and released another Sesame Street game that used the Kinect sensor, Kinect Sesame Street TV, in 2012.

<i>Double Fine Happy Action Theater</i> 2012 video game

Double Fine Happy Action Theater is a casual video game developed by Double Fine Productions and distributed by Microsoft Game Studios. The title is a Kinect motion-sensing based title for the Xbox 360 and was released via the Xbox Live Arcade service on February 1, 2012. Happy Action Theater is based on an idea that Double Fine's founder, Tim Schafer, had on devising a game that Lily, his two-year-old daughter, could play with. To this, the open-ended game is a collection of eighteen different modes that allow multiple players to interact in unique ways through the Kinect cameras and motion-sensing in an augmented reality shown on the console's display, such as playing in a giant virtual ball pit or walking through simulated lava.

<i>Broken Age</i> 2015 video game

Broken Age is a point-and-click adventure video game developed and published by Double Fine. Broken Age was game director Tim Schafer's first return to the genre since 1998's Grim Fandango, and was released for Microsoft Windows, macOS, Linux, iOS, Android, PlayStation 4, PlayStation Vita, and Xbox One platforms. The game was developed in two acts; the first was released on January 28, 2014, and the second was released on April 28, 2015. A retail version of the complete game for Windows, macOS, and Linux, published by Nordic Games, was released on April 28, 2015. A Nintendo Switch version was released on September 13, 2018.

Razmig Mavlian is an Armenian-Canadian artist, animator, video game developer, and musician. His nickname "Raz" was the inspiration for the name of the main character in Psychonauts. He currently is a concept artist at Oculus VR.

<i>The Cave</i> (video game) 2013 video game

The Cave is a puzzle-platform, adventure game developed by Double Fine Productions and published by Sega in January 2013 on the PlayStation Network, Nintendo eShop and Xbox Live Arcade storefronts via the PlayStation 3, Wii U and Xbox 360 consoles and on Steam for Microsoft Windows, OS X and Linux. It was later released on October 3, 2013 on iOS devices and Android. On December 2, 2013 it was also released on the Ouya. The game has been delisted from console storefronts as of April 2, 2018, making it a Steam exclusive until 2023.

<i>Payday 2</i> 2013 video game

Payday 2 is a cooperative first-person shooter video game developed by Overkill Software and published by 505 Games. The game is a sequel to 2011's Payday: The Heist. It was released in August 2013 for Windows, PlayStation 3 and Xbox 360. A remastered version of the game, subtitled Crimewave Edition, was released for PlayStation 4 and Xbox One in June 2015 and for the Nintendo Switch in February 2018.

<i>Battletoads Arcade</i> 1994 arcade game

Battletoads Arcade, also known as Super Battletoads or just Battletoads, is a 1994 scrolling beat 'em up arcade game in the Battletoads series developed by Rare and published by Electronic Arts. Up to three players, as the Battletoads, brawl aliens and mutant rodents through six levels to save the universe from the Dark Queen. The game also includes vertical and bonus levels. Each Toad has its own signature attack, and as customary for the series, players can knock enemies towards the screen, breaking the fourth wall.

<i>Kameo</i> 2005 action-adventure video game for Xbox 360

Kameo: Elements of Power is a 2005 action-adventure video game developed by Rare and published by Microsoft Game Studios. The player controls Kameo, a 16-year-old elf, who must travel across the land, rescuing her family while collecting Elemental Sprites and Warriors in a beat 'em up style combat against the trolls that stand in her way. Kameo's ten elemental powers let her transform into creatures and use their varied abilities to solve combat-oriented puzzles and progress through the game's levels.

<i>Psychonauts in the Rhombus of Ruin</i> 2017 video game

Psychonauts in the Rhombus of Ruin is a virtual reality adventure game developed by Double Fine Productions. It was released for PlayStation VR in February 2017 and on Microsoft Windows in April 2018. The game's story bridges the events between Psychonauts and Psychonauts 2.

<i>Celeste</i> (video game) 2018 platform game

Celeste is a 2018 platform game developed and published by indie studio Maddy Makes Games. The player controls Madeline, a young woman with anxiety and depression who aims to climb Celeste Mountain. During her climb, she encounters several characters, including a personification of her self-doubt known as Badeline, who attempts to stop her from climbing the mountain.

<span class="mw-page-title-main">Milkman Conspiracy</span> Level from 2005 video game Psychonauts

The Milkman Conspiracy is a level in the 2005 video game Psychonauts. It is a world that takes place in the mind of Boyd Cooper, a paranoid security guard of an asylum, which the protagonist Raz explores. The area has unusual gravity, causing Raz to be pulled towards different roads when he is near and walking at unusual angles. Multiple games have been compared to this level, including Jazzpunk, We Happy Few, and Super Mario Galaxy.

References

Notes
  1. The addiction is caused by Raz's rash actions. Earlier, Raz had tampered with the character's neural pathways. The level requires Raz to correct his mistakes. [2]
  2. Collectibles have symbolic meanings: Figments represent a character's unfinished thoughts, Vaults unlock repressed memories, and Nuggets enlighten Raz and increase his rank. [2]
References
  1. 1 2 3 4 5 6 7 8 9 MacDonald, Keza (August 25, 2021). "Psychonauts 2 review – a surreal adventure that's unashamedly itself". The Guardian . Archived from the original on August 25, 2021.
  2. 1 2 3 4 5 6 7 8 Reeves, Ben (August 21, 2021). "On Second Thought…". Game Informer . GameStop. Archived from the original on August 21, 2021.
  3. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 Indovina, Kurt (August 30, 2021). "Psychonauts 2 Review -- Mind Over Matter". GameSpot . CBS Interactive. Archived from the original on August 30, 2021.
  4. Nunneley, Stepheny (December 3, 2015). "Psychonauts 2: Tim Schafer and Double Fine's little engine that could". VG247 . Retrieved December 4, 2015.
  5. 1 2 3 4 5 6 7 8 9 10 11 12 13 West, Josh (August 23, 2021). "Psychonauts 2 review: Double Fine's psychodyssey defies all expectations". GamesRadar+ . Future plc. Archived from the original on September 2, 2022.
  6. 1 2 3 4 5 6 7 8 9 10 11 Evans-Thirlwell, Edwin (August 23, 2021). "Psychonauts 2 review - a feast for the wandering mind". Eurogamer . Gamer Network. Archived from the original on May 26, 2022.
  7. 1 2 3 4 5 6 7 8 9 10 11 12 Harmon, Josh (August 23, 2021). "Psychonauts 2 review". Electronic Gaming Monthly . EGM Media, LLC. Archived from the original on August 23, 2021.
  8. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Marks, Tom (August 23, 2021). "Psychonauts 2 Review". IGN . Ziff Davis. Archived from the original on September 6, 2021.
  9. "25 Games That Need Sequels". UGO.com. November 23, 2010. Archived from the original on June 8, 2012. Retrieved November 23, 2010.
  10. Winkie, Luke (March 15, 2015). "5 Cult Games That Never Got Sequels". Paste . Retrieved August 20, 2015.
  11. 1 2 3 Totilo, Stephen (February 14, 2012). "The Past and Future of Psychonauts 2". Kotaku . Retrieved August 20, 2015.
  12. Faylor, Chris (September 7, 2009). "Brutal Legend Interview: Tim Schafer Talks Metal, Rubik's Cubes, Psychonauts, Sequels and More". Shacknews. p. 1. Archived from the original on September 9, 2009. Retrieved October 5, 2009. I love that game and I would love to do something with it someday, but right now we're not working on that. If the fans keep talking about it, maybe it will happen.
  13. Hassain, Tamuur (November 11, 2010). "Psychonauts 2: Tim Schafer is 'ready to do it'". Computer and Video Games . Retrieved November 11, 2010.
  14. Reynolds, Matthew (February 3, 2012). "'Psychonauts 2' pitched "several times", says Tim Schafer". Digital Spy . Retrieved February 7, 2012.
  15. 1 2 Nutt, Christian (February 10, 2016). "Tim Schafer on the future of crowdfunding and publishing, post-Psychonauts 2". Gamasutra . Retrieved February 10, 2016.
  16. Phillips, Tom (February 7, 2012). "Notch offers to fund Double Fine's Psychonauts 2". Eurogamer . Retrieved February 7, 2012.
  17. Dutton, Fred (February 7, 2011). "Doublefine: "Tim and Markus are talking" about Psychonauts 2". Eurogamer . Retrieved February 7, 2012.
  18. Makuch, Eddie (February 17, 2012). "Psychonauts 2 pledge made 'semi-jokingly' - Minecraft creator". GameSpot . Retrieved February 17, 2012.
  19. Krupa, Daniel (March 19, 2012). "Notch Names His Dream Kickstarter Project". IGN. Archived from the original on March 22, 2012.
  20. MacLaughin, Rus (February 4, 2013). "Exclusive: Minecraft's Notch no longer funding Psychonauts 2". Venture Beat . Retrieved February 5, 2013.
  21. Hall, Charlie (December 3, 2015). "Psychonauts 2 is in Development, and Anyone Can Profit from its Success". Polygon . Retrieved December 6, 2015.
  22. Matulef, Jeffrey (December 5, 2015). "Psychonauts: In the Rhombus of Ruin is a spin-off for PlayStation VR". Eurogamer . Retrieved December 5, 2015.
  23. 1 2 MacDonald, Keza (December 3, 2015). "How Psychonauts 2 Came to Be". Kotaku . Retrieved December 3, 2015.
  24. Polanco, Tony (December 4, 2015). "Double Fine Now Crowdfunding for Psychonauts 2". PC Magazine . Retrieved December 4, 2015.
  25. Matulef, Jeffrey (December 4, 2015). "Psychonauts 2 is really real, launches a crowdfunding campaign". Eurogamer . Retrieved December 6, 2015.
  26. Nutt, Christian (January 6, 2016). "Psychonauts 2 hits its $3.3M crowdfunding goal". Gamasutra . Retrieved January 6, 2016.
  27. Paget, Mat (January 12, 2016). "Psychonauts 2 Successful Funding Campaign Has Ended". GameSpot . Retrieved January 12, 2016.
  28. Hall, Charlie (October 6, 2016). "Psychonauts 2 will get all the money its investors pledged". Polygon . Retrieved October 6, 2016.
  29. Kerr, Chris (February 23, 2016). "BioShock 2 design director is Psychonauts 2's new lead designer". Gamasutra . Retrieved February 23, 2016.
  30. Kerr, Chris (February 6, 2017). "Payday 2 creator Starbreeze to publish Psychonauts 2". Gamasutra . Retrieved February 6, 2017.
  31. McWhertor, Michael (December 21, 2017). "Psychonauts 2 delayed past 2018". Polygon. Retrieved December 22, 2017.
  32. Gilliam, Ryan (December 6, 2018). "Psychonauts 2's first story trailer introduces the Motherlobe". Polygon . Retrieved December 21, 2018.
  33. McAloon, Alissa (June 9, 2019). "Microsoft picks up Psychonauts 2 publishing rights from Starbreeze". Gamasutra.com. Retrieved June 10, 2019.
  34. Farokhmanesh, Megan (June 9, 2019). "Microsoft acquires Psychonauts developer Double Fine". The Verge. Retrieved June 10, 2019.
  35. Valentine, Rebekah (August 5, 2019). "Microsoft's Double Fine acquisition results in early Psychonauts 2 investor payout". GamesIndustry.biz . Retrieved August 5, 2019.
  36. Dring, Christopher (July 9, 2020). "How Minecraft and Mojang taught Xbox how to buy studios". GamesIndustry.biz . Retrieved July 9, 2020.
  37. Makuch, Eddie (July 10, 2019). "Psychonauts 2 Delayed To 2020". GameSpot . Retrieved July 10, 2019.
  38. Romano, Sal (July 23, 2020). "Psychonauts 2 delayed to 2021, 'Brain in a Jar' trailer". Gematsu. Retrieved July 23, 2020.
  39. Purslow, Matt (June 13, 2021). "Psychonauts 2 Release Date Announced - E3 2021". IGN . Retrieved June 13, 2021.
  40. @DoubleFine (August 6, 2021). "It's been a long time coming, but..." (Tweet) via Twitter.
  41. "Psychonauts 2 releases to great reviews but the Linux support is delayed". Gaming on Linux. August 25, 2021. Retrieved August 26, 2021.
  42. @Double Fine (May 24, 2022). "Look out, Interns! Psychonauts 2 is now available on Mac and Linux!". Twitter . Retrieved May 25, 2022.
  43. Blake, Vikki (February 11, 2023). "Double Fine's documentary series PsychOdyssey takes us through the highs and lows of development". GamesRadar . Retrieved February 11, 2023.
  44. Sanchez, Miranda (December 7, 2017). "Jack Black Will Be in Psychonauts 2". GameSpot . Retrieved December 7, 2017.
  45. Marks, Tom (August 23, 2021). "Psychonauts 2 Review". IGN . Retrieved September 3, 2021.
  46. "2022 BAFTA Games Awards Winners". March 3, 2022.
  47. 1 2 "Psychonauts 2 for PC Reviews". Metacritic . Fandom, Inc. Archived from the original on October 13, 2022. Retrieved August 23, 2021.
  48. 1 2 "Psychonauts 2 for PlayStation 4 Reviews". Metacritic . Fandom, Inc. Archived from the original on October 5, 2022. Retrieved October 19, 2021.
  49. 1 2 "Psychonauts 2 for Xbox One Reviews". Metacritic . Fandom, Inc. Archived from the original on October 13, 2022. Retrieved August 23, 2021.
  50. 1 2 "Psychonauts 2 for Xbox Series X Reviews". Metacritic . Fandom, Inc. Archived from the original on October 13, 2022. Retrieved August 23, 2021.
  51. "Psychonauts 2 Reviews". OpenCritic .
  52. 1 2 3 4 5 6 7 8 9 10 11 12 Reiner, Andrew (August 23, 2021). "Psychonauts 2 Review – Well Worth The Wait". Game Informer . GameStop. Archived from the original on August 23, 2021.
  53. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Parijat, Shubhankar (August 23, 2021). "Psychonauts 2 Review – Raz and Shine". Gaming Bolt. Archived from the original on August 24, 2021.
  54. 1 2 3 4 5 6 7 8 9 10 11 12 Hollis, Daniel (August 23, 2021). "Psychonauts 2 Review". Pure Xbox . Nlife Media. Archived from the original on August 23, 2021.
  55. 1 2 3 4 5 6 7 8 9 10 11 Wilson, Ewan (August 23, 2021). "Psychonauts 2 Review: a Freudian adventure with a flood of joyous ideas". Polygon . Vox Media. Archived from the original on August 23, 2021.
  56. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Machkovech, Sam (August 23, 2021). "Psychonauts 2 review: An early, easy nominee for 2021's game of the year". Ars Technica . Condé Nast. Archived from the original on August 23, 2021.
  57. 1 2 3 4 5 6 7 8 9 Silver, Dan (August 23, 2021). "Psychonauts 2 review: surreal sequel to mind-bending cult classic is a magical mystery tour de force". The Daily Telegraph . Archived from the original on August 23, 2021.
  58. 1 2 3 4 5 6 7 8 9 LeClair, Kyle (August 23, 2021). "Review: Psychonauts 2". Hardcore Gamer. DoubleJump Publishing. Archived from the original on August 23, 2021.
  59. 1 2 3 4 5 6 7 8 9 10 11 12 Middler, Jordan (August 23, 2021). "Review: Psychonauts 2 is one of the most memorable platformers in years". Video Games Chronicle . 1981 Media Ltd. Archived from the original on August 23, 2021.
  60. 1 2 3 4 5 6 7 8 9 10 11 12 Zwiezen, Zack (August 23, 2021). "Psychonauts 2: The Kotaku Review". Kotaku . G/O Media. Archived from the original on August 24, 2021.
  61. Minotti, Mike (August 23, 2021). "Psychonauts 2 review — A journey into imagination". VentureBeat . Retrieved August 23, 2021.
  62. Tyrer, Ben (October 19, 2021). "Golden Joystick Awards 2021: see the full list of nominees and how to vote today". GamesRadar . Retrieved December 8, 2021.
  63. Stanton, Rich (November 28, 2021). "PC, Final Fantasy 14 and Resi Village win big at Golden Joystick Awards 2021". PC Gamer . Retrieved December 8, 2021.
  64. Hafford, Hayden (December 7, 2021). "The Game Awards 2021: Nominees, start times, and where to watch". Rock, Paper, Shotgun . Retrieved December 8, 2021.
  65. Beresford, Trilby (January 11, 2022). "'It Takes Two' and 'Deathloop' Among Nominees for Game Developers Choice Awards". Hollywood Reporter . Retrieved January 13, 2022.
  66. Fanelli, Jason (January 13, 2022). "Ratchet & Clank Leads 2022 DICE Awards With 9 Nominations". GameSpot . Retrieved January 29, 2022.
  67. "GLAAD Announces Nominees For The 33rd Annual GLADD Media Awards" (Press release). GLAAD. January 19, 2022.
  68. Purslow, Matt (March 3, 2022). "BAFTA Games Awards 2022 Nominations Announced". IGN . Retrieved March 6, 2022.