![]() ![]() Each mindscape is a world of its own, stylistically distinct and wildly, unrestrainedly imaginative. ![]() It looks like nothing else: characters have weird proportions and asymmetrical faces, like Tim Burton creations run through a Picasso Instagram filter. If it were a children’s film, it wouldn’t be Pixar or DreamWorks – it’d be that slightly off French one you half-remember seeing on TV once on holiday, in which the protagonist sometimes gets chased by witches made of bees, or has to fight a vomiting hand-puppet. Psychonauts’ style is psychedelic, off-the-wall and sometimes gently disturbing. I’d describe more, but discovering them is a gift. One character’s inner world is a city-sized obstacle course full of germs and bowling balls another’s, a warped combination of casino and hospital. Inside people’s heads, we explore bizarre mental landscapes that prod at characters’ obsessions, passions and past mistakes. ![]() Outside people’s heads, we run around the Psychonauts’ headquarters, the Motherlobe, and the campsites, forests and quarries of its surroundings. Surprisingly, the acrobat stuff is just as fun as the psychic stuff: lifting things with telekinesis and zapping figments of the imagination with mind-lasers is cool, but Raz is so nimble and light that leaping him around people’s freaky mental architecture is joyful in itself, even when it’s fiddly. We play as Razputin, a resourceful, psychic 10-year-old from a family of travelling acrobats, who ran away from home to join a team of gifted mind-hopping spies. Psychonauts 2 touches on some mental health topics that might be triggering for some, but though this is not the most nuanced portrayal of the complexities of real-world mental heath ever committed to code, its themes and metaphors are never as straightforward as I expected them to be. ![]() This game’s novelty is its bold, beautiful, confident weirdness – it’s funny, unselfconscious and excellent fun. It’s a missive from a time when practically every game was about running and jumping and collecting things in some cartoonish otherworld, and every developer was trying to find ways to make those actions feel fresh and exciting. She was the cause of the bees.T he unlikely sequel to a 16-year-old game about going inside people’s heads to rummage around in all their mental baggage, Psychonauts 2 is wonderfully anachronistic. Get inside and, after the cutscene, go upstairs to find Cassie and get in her thoughts. Now all you need to do is walk towards the top of the hill and get to the hive looking house with a bee on the door. Normally the bees would hurt you and you wouldn’t be able to pass. Now that you’ll carry the smoker with you, the bees won’t touch you. Use your telekinesis on it and start following the path onwards. Here is how the bee repellent looks like: After walking for a bit, you’ll stumble over Bee Smoker that has a sign that says it’s private property. And it can be quite confusing, since the bees are really aggressive and you can’t really pass by them, if you’ve found the right path to finishing the quest… Where To Find The Source Of The Bees – Psychonauts 2Īs you get out of the room from which you’ve gotten the quest, into the forest full of honey, do as the description of the mission suggests and follow the honey!įollow the path that has honey all over it, but don’t step on it, since you’ll get stuck. Like this one! One of the Critical Missions in the Green Needle Gulch is the Find The Source Of The Bees mission. Between changing thoughts and saving the world, you can sometimes find yourselves stuck with really bizarre missions. Psychonauts 2 is a chaotic ride that will never fail to surprise its players. ![]()
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