Game

Psychonauts 2 is a masterclass in level design

[ad_1]

After having mixed feelings about the original Psychonauts, I spent my weekend playing the sequel and I am hopelessly in love. Double Fine’s follow-up fixes virtually all the problems I had with the first game, the pacing, the awkward puzzling, the random, punishing difficulty spikes, while also heightening everything that was great about the original. The wonderful writing. The charming characters. The empathetic representations of mental wellbeing.

Yet where Psychonauts 2 most astounds is in its level design. Its levels aren’t simply brilliant, they’re brilliant in several different ways, dazzling showcases of how to build unique and captivating 3D spaces. Each level demonstrates a huge amount of imagination and ingenuity, and I want to break down exactly what makes Double Fine’s amazing spaces tick.

Use of technology

(Image credit: Microsoft)

Before diving into design specifics, it’s important to acknowledge the remarkable balancing act Psychonauts 2 pulls off in its general approach to visual presentation. Double Fine clearly wanted Psychonauts 2 to look modern and snazzy. The game is built in Unreal Engine 4 and obviously has a fair whack of budget behind it. But the original game’s art-style is almost wilfully anti-snazzy, with characters who all look like they suffered horrible accidents in a Play-Doh factory.

[ad_2]

You may also like

Leave a reply

Your email address will not be published. Required fields are marked *

More in:Game