19.8 hours played
Written 4 days ago
This is a solid game overall, but I do wish I hadn't played it in the same month that I beat Psychonauts 1 for the first time. There are admittedly some small improvements compared to the original (graphics, controls, more empathetic treatment of subject matter), but there are also some downgrades that kept it as more of a good game than a great one.
First, there are so many cutscenes in this game, and the only skip option cuts the entire conversation rather than the individual lines of dialogue you've already finished reading. I wasn't originally trying to rush through the story since that's a big part of the appeal of the first game, but the inability to speed up the conversations at all got frustrating fast. It would be one thing if they were used sparingly, but there are a lot of sections where there's a new cutscene for every one or two minutes of gameplay, and it absolutely murders the pacing. The characters and dialogue are still pretty fun a lot of the time, but it wasn't quite enough to stop me from constantly thinking how nice it would be if they actually let me play the game.
Level design is also a major step down from the first one. It took me awhile to figure out exactly what wasn't landing, but having now finished it, I think the main issue is that the levels are just a lot more homogeneous this time around. In Psychonauts 1, levels like the Milkman Conspiracy, Waterloo World, Black Velvetopia, etc. all have their own distinct mechanics that have a huge impact on the gameplay experience. In this game though, most levels have the same basic mix of platforming, collecting, and brief fight sequences, and if there is a unique mechanic involved, it's usually not a major part of the overall level design. There are a couple exceptions like Compton's Cookout and Strike City (my personal favorite level in the game), but most of the others are only differentiated by their visual gimmicks. Don't get me wrong, the visuals are great, but it's not enough to stop the gameplay from getting kind of tedious toward the end.
Beyond that, the only other issue is that the writing, while still good, isn't quite as sharp as the first one. I think it was a good thing to treat characters with mental health problems with a little more kindness, but the writers didn't really figure out other areas where they could roll out the weirder and snarkier sense of humor of the first one. For me, the emotional beats of the story would have hit a little harder if the entire game wasn't so constantly tinged with melancholy, and some better jokes and a more chaotic sense of surrealism could have really helped counterbalance those heavier moments.
That being said, if I was just comparing this to other platformers in general instead of one of the most brilliant and creative games of all time, I would feel a lot more positively about the experience. It's still an interesting and fairly unique game with some fun mechanics and stunning visuals. Just maybe give yourself some time to forget the first one before taking on the somewhat lesser sequel.