SebMoz
I have an account dedicated to making objective ranks, I’ve even made a proper Backloggd Top 250, go check it out: https://www.backloggd.com/u/StatisticsMan/list/backloggd-top-250-games/
I don’t own every game on my backlog, I just figured it would be more tidy to have every game I want to play in the same place, and only use the wishlist for new and upcoming games. I know that’s not how this stuff is supposed to be done, but it seemed more natural.
Badges
Popular
Gained 15+ followers
GOTY '23
Participated in the 2023 Game of the Year Event
Early Access
Submitted feedback for a beta feature
Loved
Gained 100+ total review likes
GOTY '22
Participated in the 2022 Game of the Year Event
2 Years of Service
Being part of the Backloggd community for 2 years
Well Written
Gained 10+ likes on a single review
Gone Gold
Received 5+ likes on a review while featured on the front page
Donor
Liked 50+ reviews / lists
Organized
Created a list folder with 5+ lists
Listed
Created 10+ public lists
Shreked
Found the secret ogre page
N00b
Played 100+ games
Liked
Gained 10+ total review likes
Best Friends
Become mutual friends with at least 3 others
Noticed
Gained 3+ followers
Roadtrip
Voted for at least 3 features on the roadmap
GOTY '21
Participated in the 2021 Game of the Year Event
Favorite Games
202
Total Games Played
004
Played in 2024
148
Games Backloggd
Recently Played See More
Recently Reviewed See More
However. Pizza Tower is not a game that gives up its smoothness without a fight. It requires a level of speed and reflex only possible with training, and it takes a while, maybe 5-6 levels, before I reached a point where I didn't have to wrestle every bit of fun out of the levels. The visuals, for all their zany glory, make everything a little hard to keep track of at first, and the often unassuming enemies dotted around can mess one up a LOT. This is part of the learning process though, and with every level the game feels a little kinder, your eyes and fingers catch up to Peppino's speed, slowly but surely. Towartds the end of floor 2 the game clicked for real, and from there it's pure joy.
I cannot stress enough how creative and joyful this game is. Just thinking about the ways the enemies move, or Peppino's facial expressions, or how that one level is just called 'Oh Shit', makes my heart race again and yearn for more. For the tragic thing about this game is that it's short. Very short. And given how steep the curve for enjoying the game is, it's hard not to end a playthrough without feeling like there should be more, like you're just cut off in the middle of the best part. Sure, there might be plenty of replay value in grinding each level for the highest rank, but for someone like me who doesn't find enjoyment in that, there's little more to do. I wish there was more, I would gladly have played this for twice, thrice as long. I wish I could love it fully, but there's just not enough of it to fully fill my heart.
There are multiple big leaps being taken in this game, but largest and most obvious are the visuals. While the original got by on a unique visual style in the face of limited technology, this game operates on the same level of creativity, but with modern graphics. And my oh my, is it gorgeous. Easily one of the best looking games I've played, every stage, character and little gadget look perfect. The music continues in the same vein, expanding on the identity of the original themes with some solid new tracks.
Almost as important as the technical improvements, if slightly less clear at first sight, is the thematic depth this game offers. Whereas the first game was firmly rooted in a somewhat exaggerated view of mental illnesses and how they affect people, this game presents characters with much more nuanced conflicts and troubles, and the way they interact with each other is much more compelling, if not quite as funny and endearing. What sticks out in particular is how unflinchingly nice the game is. It is uncompromising in viewing each and every person, regardless of their actions, as a human being deserving of dignity and closure. Sure, the real world is a morally grey place, but the commitment to positivity and hope leaves an extremely strong impression.
Psychonauts 2 is a game that makes vast and impressive improvements upon the first game in a few key areas, but the impact this has is unfortunately diminished a little by quite a few small annoyances, plus a few larger ones. The throughline here is memorability, or the loss thereof. While many of the levels in P1 where erratic in progression and appearance, their quirks were what made the best of them shine so much. The new game cares not as much for gimmick stages, which, for once in gaming, ends up hurting it. The edges feel sanded off, and while there are fun stages here too, none reach the same height as the best in the first game. It also doesn't help that Raz feels momentumless at times, largely caused by the more reined in Bubble powerup, and the controls in general still lag behind better platformers of the modern area.
It is somewhat rergettable that P2 ends up being only a little better than the first, because in the areas it improves upon the first game, it REALLY improves. It has a compelling and touching story with great characters and solid pacing, and though its more streamlined design results in less interesting moment-to-moment gameplay, the experience is a smooth and pleasant one, and the game surfs along pretty well overall.