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It's no slouch on the Xbox Series S either, outputting the same frame rate albeit at a reduced resolution. The cherry on top of this visual psychic sundae is that Psychonauts 2 runs flawlessly at 60 FPS with HDR and 4K resolution support thanks to the power of the Xbox Series X. The game also features an eclectic soundtrack containing multiple genres of music to compliment the setting of the levels, complete with remixes of Psychonauts 1's soundtrack to tickle a fan's nostalgic funny bones. Psychonauts fans will be pleased to know that the entire voice cast of the original game has returned to reprise their roles and they sound just good as they did back in 2005. The audio presentation is also top notch, with superb performances of the voice cast bringing the characters' personalities to life.
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Source: Double Fine Productions (Image credit: Source: Double Fine Productions) With bright colors, meticulous attention to detail, and memorable landmarks that give the impression that you have entered a futuristic world where psychic powers are the norm. The segments where you are exploring the real world are just as impressive. Those are just the first two levels, and I dare not describe the rest of Psychonauts 2's levels because I don't want to spoil the surprises - they have to be seen to be believed. And the next level, I was spelunking through the mind of a gambling addict whose memories of a hospital have been warped into a paradoxical casino/hospital hybrid. On the first level, I was platforming through the twisted mind of a dentist where the walls of a normal office mutated into masses of teeth and gums. The devs go to town on showcasing the inner workings of a person's psyche using all sorts of surreal metaphorical imagery, music cues, and even gameplay mechanics, creating rich dreamscapes that defy the imagination. 25 for PC, Xbox and, due to prior commitments, Microsoft's rival, the PlayStation 4.At times I felt I was watching a big-budget Pixar or DreamWorks movie, given how expressive and detailed the character designs are.īut Double Fine Production's knack for visual creativity really shines when you telepathically tap into a person's mind. What's next: "Psychonauts 2" comes out on Aug. “The first game was just a little more direct, like: ‘Hey, this person has this problem and Raz is going to go punch it.’” The idea is that “Raz kind of just helped them get there,” designer Seth Marinello said. The game’s creators crafted scenes to show that Raz is creating space for the character to deal with their problems and choosing to go through a healing process.A level could be about a character’s fears or addictions, which the player is climbing and fighting through.“What we try to do is approach everything with as much empathy and care as we possibly can,” Soulis said, noting the team worked with mental health consultants.But there’s no escaping the fact that many of the levels deal with people’s anxieties and other mental health challenges. “Psychonauts” adventures are meant to be comedic explorations of minds that your character, Raz, can enter and explore. Bad ideas are monsters who blow up in your face. Doubts, for example, are gooey enemies that slow you down.
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Combat is simple, though the designs of enemies is a clever extrapolation of mental concepts.
#PSYCHONAUTS 2 MAKING PEACE FULL#
The hub is a joy, full of amusing chatter and characters with whom to have silly chats.Levels are big, colorful and pleasing to jump and climb through.What we played: We tried the game's introductory level, set in the teeth-filled mind of a demented dentist, then explored the game's hub - the headquarters of the titular mind-spelunking psychonauts. "We definitely got a bit of breathing room for our enemies that were more on the tail end of things that needed some more love," Scott said. And it ensured the game would have a wider suite of smaller foes to fight.That extra time meant the ability to build the game's big "boss" enemies, lead environment artist Geoff Soulis said.What they're saying: "To quote the age-old adage, you know, money is time," Double Fine senior system designer Lauren Scott said. Then the Microsoft purchase kept the studio going and bolstered the game.That went nowhere, but in 2015, Double Fine started crowdfunding for the project, netting $3.8 million from over 24,000 backers.In 2012, wealthy "Minecraft" creator Markus "Notch" Persson tweeted at Double Fine founder Tim Schafer an offer to make a "Psychonauts" sequel "happen.".
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Why it matters: A comedic follow-up to 2005 cult classic about adventuring through people's minds, "Psychonauts 2" has taken a strange path to existing at all. Microsoft's 2019 purchase of Double Fine gave the studio's developers the peace of mind and added finances to make next month's "Psychonauts 2" a bigger and possibly better game, its developers told Axios.