![]() Skills, equipped in sets of four, are upgraded by plugging psy-cards into eyeballs to generate points for your intern card. The old progression system is back too, warts and all. He's still a talented acrobat, with cleaned-up platforming controls that, nonetheless, probably won't keep Mario awake at night, and he has all his old psychic abilities: telekinesis, mind bullets, pyrokinesis, a clairvoyance skill that lets him turn other characters into CCTV cameras, and the ability to funnel his brainwaves into a bouncy balloon that can be run on for speed or dangled from to glide. Raz himself is much the same scrawny yet resourceful 10-year-old as before: the butt of many jokes, touchingly naïve at times, older than his years at others. The writing is more sweet and dry than laugh-out-loud funny, but there are some wonderful sketches: the intern making pancakes with the aid of some terrified forest creatures ("I CAN HEAR YOU ROLLING YOUR EYES, MRS THATCHER"), splitscreen heist sequences, and any scene featuring Raz's sugary-savage mother Donatella. Milla, Sasha, Oleander, Ford Crueller and Raz's off-and-on girlfriend Lili return from the original game new arrivals include a gang of bullying fellow interns and Raz's circus siblings, all raised to fear psychics and as such, not entirely trusting of their wayward brother. The 'dungeons' are the minds of the people you'll meet, which you must probe and revitalise to glean clues about your ultimate adversary. The Motherlobe and the forests, mine shafts and swamps that surround it are the game's overworld, a winding and plunging expanse of bounce pads, rope swings, rails, ladders, collapsing platforms, secondary fetchquests and dozens upon dozens of collectibles. The plot is about investigating said megavillain - who, shocker, may be more than a memory - and her relationship to the original founders of the Psychonauts, a collection of traumatised hippy Avengers whose brainscapes are all badly in need of a visit from the janitor. The first thing you do is hack the memories of one Dr Loboto, a character from the original who has links to a legendary psychic megavillain from decades past. Psychonauts 2 begins just after the events of VR expandalone Rhombus of Ruin, with circus acrobat turned mind-diver Razputin Aquato joining the intern programme at Psychonauts HQ - an Epcot Centre-style hub where you'll find brains in hamster balls and a man haunted by visions of flying bacon. It's an idea carried forward into Psychonauts 2 - the same clever and caring game, but slicker, busier and with updated notions of mental health that reflect, not least, the crunch and burn-out of the original's development. Having learned from these worlds, you're then in a position to restore them, helping the owner confront their personal demons and unpack buried truths. Spend time with me here and see what you can bring away. But it's surely the kind of connection every teacher hopes to create, and plenty of game developers, too: here is the world of my experience. ![]() I don't want to suggest that this is everybody's experience of teaching, or being taught, or that there's no place in teaching for boundaries. Rolling and bouncing around those brilliant stages, messing with Sasha's tightly-wound neural plumbing and visiting the house fire inside Milla's cerebral disco, I thought of how my own teachers had, in various ways, opened their minds to me, suffered my trampling questions and generally made themselves vulnerable so that I could learn. Availability: Out August 25th on PC, Xbox Series S/X, Xbox One and PS4.Still, I think 2005 me might have taken solace from its teachers: Sasha Nein and Milla Vodello and yes, even Coach Oleander, who place their all-too-fragile inner worlds at your disposal so that you can hone your skills as a budding psychic agent. With its twisty asylums and literal emotional baggage, it's far more surreal gothic comedy than educational fable. It's a witty and humanising reworking of clichés of madness and repression, a psychedelic 3D platformer in which you dive into brains and roam mental landscapes that range from Manchurian Candidate suburbia to Oedipal circuses of pulsing meat. Psychonauts is a clever and caring game but it's hardly a coherent or clinical investigation of mental health, and nor does it claim to be. ![]() Would it have offered me any useful insight? I'm undecided. I've been trying to work out how it would feel to play it at release in 2005, at a horrible time in my life, long before I'd given any structured thought to things like trauma and depression. ![]() I played through the original Psychonauts properly for the first time this year. As witty, eccentric and imaginative as the 2005 action-platformer, with a more developed understanding of mental health.
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