From the mechanics to the environments, nearly everything in Psychonauts 2 serves the game’s narrative
from paulsemel.com: In this exclusive Q&A, Ashley Esqueda, the writer of "The Art Of Psychonauts 2," discusses how this this video game making-of art book came together.
Just how do studios cope with the pressure to "produce a worthy sequel"?
I'm about 9 episodes into this and it's great. They've been recording it for long, long time, pre Kickstarter and Rhombus.
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I really wanted to like it but the gameplay just didnt do it enough for me to want to see it through. I know im missing out though…
What story? The necessary gay one? Dialogue is pretty great though,.. They really screwed the people with no NG+ so you basically cannot 100% it if you haven't done specific thing in specific sublevel... But game itself is pretty good.
No it doesn't. It's childish with no charm and highly overrated. Don't even let me start with the platforming and simple game mechanics.
"Best story games have ever told"
That's as cringe as saying it's the Citizen Kane of videogames. Good job Polygon.
"From the mechanics to the environments, nearly everything in Psychonauts 2 serves the game’s narrative"
Yes, but in a very obvious way. Real art uses metaphor and challenging symbolism. Look at Silent Hill 2 as an example. You fight door monsters and faceless nurses. Why? Because having to open his wife's hospital room was excruciating as was the constant flow of nurses as she lay dying. Now that is a story worth celebrating.