Psychonauts 2   Gameplay Walkthrough Part 1

Psychonauts 2 Gameplay Walkthrough Part 1

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Psychonauts 2
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Psychonauts 2 Gameplay Walkthrough Part 1
Psychonauts 2 : PC [2K 1440p Ultra ] Part 1 Psychonauts Intro part 1 contains an intro , review and the full part 1 mission from the single player campaign of Psychonauts 2 :
Psychonauts 2 for PS5 , PS4 , PC. XBOX Series X , Xbox Series S.

Psychonauts 2 Gameplay Walkthrough Part 1

Psychonauts 2 is a third-person platform game similar in gameplay to its predecessor. The player controls Raz, a newly graduated Psychonaut with powerful psychic abilities, as he delves into the minds of others. The player uses "Psi-Powers", such as telekinesis, pyrokinesis, and levitation, in combination with more common platform game elements, to explore the mental worlds of several non-player characters

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✦✦ ABOUT Psychonauts 2 ✦✦

The game will pick up immediately after the conclusion of Psychonauts in the Rhombus of Ruin, with Raz (voiced by Richard Horvitz) having assisted Sasha Nein (voiced by Stephen Stanton) and Milla Vodello (voiced by Alexis Lezin) in rescuing head Psychonaut Truman Zanotto — a mission begun at the end of Psychonauts. Following Zanotto's rescue, the team returns to Psychonaut Headquarters, where Raz is made part of the Psychonauts' intern program but discovers that the organization is not all that it seems.[3] In Zanotto's absence, the Psychonauts organization has been changed by its second-in-command, Hollis Forsythe, and psychic research has been directed away from peacekeeping efforts towards more unorthodox studies including necromancy.

Tim Schafer, director of the Psychonauts series, said that some of the ideas introduced in Psychonauts, such as Raz's family, their history, and the curse that continues to affect them, would be further explored in the sequel. Raz will also come to understand what the term "girlfriend" means.

Double Fine's first title as a studio was Psychonauts, released in 2005. The title was considered a commercial failure, but was highly praised by critics for its characters and writing and gained a cult following. In the years following its release, fans and game journalists urged Tim Schafer, CEO of Double Fine and principal creative lead on the game, to develop a sequel to the title.[5][6]

Schafer had expressed interest in working on the Psychonauts franchise again, with the company having envisioned larger story arcs for the game's characters over the course of its development.[7][8] The development of the sequel would require a publisher that was interested in the game, and Double Fine approached publishers with the idea; Schafer said that in these pitches, he pointed out the large number of both legitimate sales through digital distribution and through the illegitimate means of software piracy.[7][9] After Double Fine's success with the concurrent development and publishing of several smaller games, such as Costume Quest and Iron Brigade, Schafer felt more comfortable about embarking on a sequel, knowing that it need not obstruct the creation of any newer properties.[10] Despite this, the publishers continued to turn down the idea. Some called the concept too creative or too obscure, according to Schafer.[7] For others, with whom Schafer said he had good relations, the deals they offered did not fit with the scale Double Fine had planned for the game.[11]

In February 2012, Markus Persson, at the time the owner of Mojang, made a public offer to fund a sequel to Schafer through Twitter.[12] Later that day, a company representative for Double Fine stated that Persson and Schafer were discussing the possibility, without further affirmation.[13] Persson noted that the anticipated costs that Double Fine would need would be an estimated $18 million, far exceeding what was initially expected to fund and cautioned fans to avoid hyping the funding possibility.[14] Persson and Schafer met at the Game Developers Conference in March 2012; no definitive plans were made for funding a sequel, however.[15] In February 2013, Persson officially stated that he was no longer directly trying to fund the sequel, commenting that he did not "have the time at the moment to even try to get educated enough to make an 18 million dollar deal", though would be open to the idea at a later time after he left game development; Persson did note other potential investors have stepped forward to help any such effort.[16]

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