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Psychonauts 2 review | PC Gamer

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What is it? A mind-bending sequel to Double Fine’s most celebrated game. 

Expect to pay: £55/$60

Developer: Double Fine Productions

Publisher: Xbox Game Studios

Reviewed on: RTX 2080 Ti, AMD Ryzen 5 5600X 6-core processor, 16GB ram

Multiplayer? No

Link: Official site

You can tell a lot about a game’s soul by what it deems a ‘perk’. Fallout 3, for example, thinks being better at murdering women is one. In Modern Warfare it’s dropping a grenade after death like a smug ghost. In Psychonauts 2, Double Fine will sell you a ‘beastmastery’ pin badge modifier that allows Raz’s psychic fist—usually used for thumping and tossing—to stroke woodland animals. You spend money to hurt fewer things. Another pin makes him groove when left unattended; dance like nobody’s watching, when no one is playing. Honestly? It’s a tonic.

As headlines go, “Tim Schafer game favours silliness over sadism” is hardly a shocker. But it’s been 15 years since the original; time enough to forget how silly Psychonauts can be, and the startling places those jokes can take us. Of course, for the game’s inhabitants, it’s been but three days: wannabe Psychonaut Raz left Whispering Rock Psychic Summer Camp on a rescue mission—seen in VR spin-off Rhombus of Ruin—and we rejoin him in its aftermath. A video fills all that in, but first-hand experience is recommended given the juicy callbacks throughout.

(Image credit: Xbox Game Studios)

And what a start: a Mission Impossible-style con to fool a villain inside his own mind, only for a dental fixation to infect the plan. With its heroes’ power to enter and influence the psyche, I always thought Psychonauts did the Inception thing long before Inception, and this ESPionage only hammers the similarity home. Of course, Psychonauts doesn’t settle for a dreamscape as humdrum as a rotating hotel corridor. Here you’re riding molars, zapping tooth fairies and descending throats. It slips down the gullet of this returning fan just as easily. 

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