In a further level yet, Raz meets up with Cassie, a sort of paper thin character who apparently has self-control issues. Here we could use the powers to grab and carry vegetables around, jump to dodge steam and spinning blades, and complete the stew before the time ran out. We then had a chance to jump further along in the story, to the Compton’s Cookoff, a sort of whacky game show where Raz was tasked with taking vegetable audience members and preparing a stew with them. Connecting the two thoughts together always produces results, and it's interesting to see how things shake out. This new mechanic is fairly fun, as you zip-line around between different thought clouds, trying to put two things together to make the teacher realize she should let Raz go on this mission after all. Here, Raz is able to discover a new power called Mental Connection as he goes poking around her head. Reluctantly, Raz attended a class of Hollis Forsythe, who is in charge of the HQ. What we did get to see was poor Raz getting hazed on his first day by other interns, and being denied to go on a mission with Sasha Nein and Milla Vodello to follow up on Dr. The Motherlobe will seemingly serve as the main hub area for the campaign, as we encountered various rooms that were not yet accessible in the demo. During the Q&A, Tim Schafer commented that they chose to do a sequel rather than a prequel because it wouldn't have been fair to Raz and the fans – to work so hard in the original game, and not get to join the Psychonauts. Loboto, Raz arrived at The Motherlobe, the brain-shaped headquarters of the Psychonauts. The exploration sections features a variety of collectibles to find, as well as gathering the game's currency for later upgrades.įollowing the events with Dr. The combat sections were rather brief most of the levels seem to feature a lot of cutscenes, dialogue, and exploration, while combat takes the least amount of time. There's the Psi Blast to shoot at foes, Levitation to glide around to distant platforms or roll around on a ball while on foot, and Pyrokinesis to fry some foes and also open new paths in the level. Raz can punch things normally, or use his psychic powers that are on cooldown. However, these were typical colorful monsters that you’d expect in a light hearted game like this you won't be seeing manifestations like those in Dante's Inferno. A few enemies appeared, named after feelings such as Regret, Fear, Doubt, and so on. Loboto level served as a bit of a reintroduction/tutorial to the sequel, as Raz jumped and ran around the level, and re-learned some of his powers. The developers tried to research some of the real conditions, and had advice from clinical doctors nothing in the game should be triggering. During the Q&A call, Tim Schafer reiterated this approach, saying that the game isn't meant to offer a clinical study of mental health, and just an abstract representation. It's interesting to note that the game does open with a warning screen about mental health issues, and that the intention of the developers is to present things in a light-hearted manner. Eventually things devolved into many teeth-centered designs, which was executed well enough to possibly give players Dentophobia. As Raz, we first explored a few office spaces before levels became more abstract and started to shift perspectives in cool ways. Loboto, a crazed dentist/villain who won't reveal the identity of his superiors. The first level that we got to play (first shown at E3 2019) involved exploring the mind of Dr. The story picks up right after the events of the original, and the game does include a recap. The sequel will once again place players into the shoes and mind of Raz, a young man who has finally earned his chance to enter the Psychonauts organization, even if just as an intern. ![]() Due to this, there is also no post-launch DLC planned, as the team are happy with the complete experience they plan to deliver at launch. Speaking on the Xbox Game Pass availability, Tim also said it's a good opportunity for players unfamiliar with the franchise to give their "quirky" game a try. With the announcement that the studio was acquired by Microsoft in 2019, it has allowed the developers to have the resources to finish the game "right", apply additional polish, and put in the features they wanted. The developers were happy about the fact that the original voice acting team were able to return, all these years later, and that the spirit of the franchise was still alive to Double Fine. During our call, attended by Tim Schafer, Studio Head at Double Fine Lisette Titre-Montgomery, Art Director and Lauren Scott, Senior Systems Designer, the team addressed a few questions.
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