Okay possible hyperbole, but I think Raz might be one of the best video game character designs ever, up there with Mario, Pyramid Head, the King from Katamari, et al. He embodies so perfectly (apart from a lack of gender options which would have been nice, though I understand logistically why they were nigh impossible to provide) what every ten-year-old kid imagines they would look like as a cool spy. Like, oh hell yeah, I would wear some big-ass goggles on my head. I don't know why, I just would—and you bet your ass they would start glowing whenever I put them on. Oh and as a spy I would naturally rock a trenchcoat and gloves. And maybe, like, a turtleneck? Yeah, adults wear those. They seem classy. And one unruly lock of hair would always be escaping from my cool helmet, to show that I live on the wild side...

I fixate on this point because, if Psychonauts 2 illustrates anything, it is the power of good art design. The art team pretty much carries the game imo. Of course there are other elements at work here—gameplay, level design, writing, acting—and they certainly do their part, but I don't think any of it would have gripped me without the visual presentation. Maybe I am just a sucker for stylized graphics over realism, but I found this ineffably mid-2000s vaguely Dreamworks-adjacent eccentric animated film world so gosh-darn inviting. Given that I haven't even played the first game, I was surprised by how nostalgic this one made me feel.

So the throwback vibes are A+, while the rest is...a solid B? I have no major complaints—everything works insofar as I was compelled to keep playing until the end. But I was left feeling that, despite the nostalgia factor hitting me like a bull's eye, the substance of the story was aimed at someone younger. The characterization is, ironically, a little on the superficial side—although you ostensibly spend the game delving into the darkest corners of the psyche, I never felt like I got to scratch too far below the surface. The internal worlds, although visually dazzling and richly varied, are often quite simple thematically, reducing characters to a primary habit, illness, or fixation ("uh oh, this one's got anxiety!"). I am probably asking the game to be something it is not; if more time was spent developing complex character portraits, there would be less time for all the conventional game stuff—the hopping around and punching things and so on. But in my perfect world, there would have been fewer characters and fewer brains to explore in Psychonauts 2, with more unexpected depths revealed in each one.

I have to give a special shout-out to Raz's goofy family of circus acrobats, who are one of the most endearing families in video games. It's kind of wild that I can hardly think of any other games in which the main character has a big family. Usually you're some detached lone wolf with no connections, or your family is dead, or you have, like, a Pokémom who never leaves your house.

EDIT: Upon further reflection I'm docking another half-star because I really think the game bites off more than it can chew thematically and and there are inconsistencies in how things like consent are portrayed—like the game wants to say that tampering with minds, especially without permission, is bad and can't "fix" anyone, but then [redacted for spoilers] in the end?? Ultimately the game oversimplifies its subject matter a little too much to leave a good taste in my mouth, and I really do wish the characters were given more attention and development.

Reviewed on Aug 04, 2022


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