Psychonauts 2

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I enjoyed it but it's certainly a step or two down from the first game.

Most of the new characters are terrible. Sam is the only intern that is at all interesting, Hollis is bargin bin Amanda Waller but more boring. the new adult characters are alright but there are too many and the whole thing feels unfocused and vestigial. There is also a weird mix of dark and grounded backstories and goofy nonsense that clashes.

The plot tries to take itself more seriously which doesn't really work. Huge portions of the plot feel forced and pointless. Raz doesn't have an arc and is just kind of there.

The brain level design is weaker and samey. There are only two puzzle-ish levels, one which goes on way too long and is bloated with cutscenes like most of the game.

The real world level design is also weaker. The environments are larger but are lacking the atmosphere of the first as well as being much more static. The first game had day and night versions of most of the areas, with campers constantly being picked off.
 

Literally unplayable.

But seriously, i think the story is a bit weaker than the 1st one, it traded the oddly realistic tragic undertones for cartoony superhero tropes and it bugs me. Its like it was sanitized. Writing is still pretty good though. I didn't like the insistent handholding form Raz, it got really tiring real fast and you cant turn it off.
Gameplay is a straight improvement, but i would have liked a mix of platforming and combat, so far they're entirely separate and its probably going to stay that way (im after the cookout bossfight).
Graphically the game looks better overall but new characters seem much safer in their design, people are more or less on model, their proportions not overly exaggerated, faces are much more uniform. Maybe im focusing on background characters too much. Environments are neat and don't look like they've been just slapped together form assets which is pretty rare nowadays.

I think my perception of the game is going to largely depend on how warried it manages to be overall.
 
Is it the casino level?
Yes. Generally I like casinos in games and I quite enjoyed the puzzle levels in Psychonauts 1, but this one felt pretty terrible.

I didn't mind the aesthetics, but thematically it felt forced and in a pure mechanical design sense it was a poorly paced slog. Felt like the worst level in the game to me. Also the backstory you uncover is hilariously terrible, something it shares with the second worst level the library.

Things pick up afterwords, but never to the level of the first game. I would say the cooking and trio levels come closest overall, with the bottle one being the closest in a purely thematic/aesthetic sense.
 
Should I play the original first, THEN the sequel? What kind of game is this?
It's a collectathon platformer where the premise is that you're a psychic exploring the psyche of various people and trying to help resolve their mental issues. Because of the premise, you get some really unique worlds - ever imagined what the inside of a conspiracy theorist's mind is like? Or what it feels like to take a step off the beaten path of a disco party girl's mind and see the orphanage they once took care of in flames, their memories of the children screaming in agony? Psychonaut's worlds are a really unique experience and premise.
 
Okay got pretty far into the game at this point, I think I might be halfway through the game but not 100% positive. Anyways I have to say that it's pretty good, I can see why people say it's unpolished but I do enjoy how it's doing the Toy Story 2 style of a sequel where it's expanding upon things from the first game that didn't get the time to fully be explored.

The twist I think it's building up to is interesting and just beat the best level of the game so far but I doubt anything will be able to top it.
So the level I was referring to is the Psi King's mind, I really enjoyed everything about this level and the stuff that surrounded it, I guess other than one little thing but I'll bring that up later.
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From the bat, I have to say that I was really interested in the idea of a mind having to regain its grasp on reality but also having some leftover fragments from its past life and it helped that Jack Black gave a phenomenal performance as the Psi King himself.

That not even mentioning all the other great parts about the level like how it introduced a really cool enemy with a new time power to go along with it, how it had a non-intrusive new mechanic where you had to create rainbow bridges by pointing light onto a glass prism and I also just really like the whole Beatles aesthetic it was going for despite not even being a fan of the titular band.

There's a good reason that this level has been featured prominently in previews, this level was the shit.

although at the start I brought up how I had one problem with it and you're probably curious what that is, now it's a bit hard to explain but I'll try my best.

Near the end of the level, we learn that the Psi King who has been a floating white ball of white to a ball with eyes, ears, and extra is really one of the old Psychic Six aka Helmut Fullbear, this revelation is soon followed up by hints that him and Bob Zanotto (another old member of the Psychic Six) may have been more then friends/co-workers.

Note: Bob Zanotto's place is being taken by a blue hand man in this world that's not what he really looks like, it's part of Helmut's relearning mind.
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Now my problem just isn't fully that it's gay (but that is a part of it), it's that said gay character is related to colors and rainbows which on one hand is kind of humorous but also just reminds me what rainbows have become nowadays.

Something like this happened in Portal Stories: Mel but there it was just an easter egg that you could miss, either way I have to clarify that this didn't fully ruin the level nor game for me I've played games with gay characters before like Hollow Knight for an example but I don't let them ruin the game for me, it's just something I don't really think about afterward.

But here it just kind of came out of the blue, I had a feeling there was going to be at least one alphabet character in this game because it's the current year and the fact that the first game had heavy real-world themes in it but all the relationships before this were straight so that threw me off. Plus the character in this case was one I was really starting to like.

My point is that it brought me out of the game for a bit and this reaction isn't only exclusive to me because I'm a homophobe, it will do the same for LGBT types as well but just the reverse.

Now Helmut Fullbear will just be seen as a flaming homosexual icon and this goes for his lover as well, that's not to say that's all they'll be seen as but it will take up a huge majority.

That's the real problem with these alphabet characters, they become less about who they are and rather what they are then it will be held up as some kind of achievement at that, something that doesn't normally happen to regular characters.

The point is, I'm really glad the first Psychonauts didn't come out in this current client if only for this one character.
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Okay got pretty far into the game at this point, I think I might be halfway through the game but not 100% positive. Anyways I have to say that it's pretty good, I can see why people say it's unpolished but I do enjoy how it's doing the Toy Story 2 style of a sequel where it's expanding upon things from the first game that didn't get the time to fully be explored.

The twist I think it's building up to is interesting and just beat the best level of the game so far but I doubt anything will be able to top it.
So the level I was referring to is the Psi King's mind, I really enjoyed everything about this level and the stuff that surrounded it, I guess other than one little thing but I'll bring that up later.
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From the bat, I have to say that I was really interested in the idea of a mind having to regain its grasp on reality but also having some leftover fragments from its past life and it helped that Jack Black gave a phenomenal performance as the Psi King himself.

That not even mentioning all the other great parts about the level like how it introduced a really cool enemy with a new time power to go along with it, how it had a non-intrusive new mechanic where you had to create rainbow bridges by pointing light onto a glass prism and I also just really like the whole Beatles aesthetic it was going for despite not even being a fan of the titular band.

There's a good reason that this level has been featured prominently in previews, this level was the shit.

although at the start I brought up how I had one problem with it and you're probably curious what that is, now it's a bit hard to explain but I'll try my best.

Near the end of the level, we learn that the Psi King who has been a floating white ball of white to a ball with eyes, ears, and extra is really one of the old Psychic Six aka Helmut Fullbear, this revelation is soon followed up by hints that him and Bob Zanotto (another old member of the Psychic Six) may have been more then friends/co-workers.

Note: Bob Zanotto's place is being taken by a blue hand man in this world that's not what he really looks like, it's part of Helmut's relearning mind.
View attachment 2490746

Now my problem just isn't fully that it's gay (but that is a part of it), it's that said gay character is related to colors and rainbows which on one hand is kind of humorous but also just reminds me what rainbows have become nowadays.

Something like this happened in Portal Stories: Mel but there it was just an easter egg that you could miss, either way I have to clarify that this didn't fully ruin the level nor game for me I've played games with gay characters before like Hollow Knight for an example but I don't let them ruin the game for me, it's just something I don't really think about afterward.

But here it just kind of came out of the blue, I had a feeling there was going to be at least one alphabet character in this game because it's the current year and the fact that the first game had heavy real-world themes in it but all the relationships before this were straight so that threw me off. Plus the character in this case was one I was really starting to like.

My point is that it brought me out of the game for a bit and this reaction isn't only exclusive to me because I'm a homophobe, it will do the same for LGBT types as well but just the reverse.

Now Helmut Fullbear will just be seen as a flaming homosexual icon and this goes for his lover as well, that's not to say that's all they'll be seen as but it will take up a huge majority.

That's the real problem with these alphabet characters, they become less about who they are and rather what they are then it will be held up as some kind of achievement at that, something that doesn't normally happen to regular characters.

The point is, I'm really glad the first Psychonauts didn't come out in this current client if only for this one character.
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I see what you mean. I don't think it's too jarring, considering beforehand the Mote would hesitate when he thought of Bob's counterpart, indicating particular grief there.
Their relationship never feels cloying to me; it's more natural than anything. Maybe it's because they're older guys who have known each other presumably for ages, or maybe because they don't really indulge in it. Plus, Helmut seems like an upbeat guy in general, not just flaming.
That said, if this really did put you off, you may want to brace yourself for Bob Zanotto's mind. Without giving too much away, it's about him losing important things in his life, with one of them being Fullbear. It leans on pandering.
Oh, btw, when you finish all the Ford stuff, you're at the two-thirds mark. So you're probably halfway right now.
 
I gotta say, after this game, I'll be happy if we never meet Ford Cruller again. I played it to completion - had a good time too - but I still need to rant. Very stream of consciousness rant follows.

With basically everyone's psyche being related to everyone else's psyche in this game, it really does start to make the story feel... almost oddly flat with how little there is outside of the main plot. Zanotto, Hollis, Ford, Compton, Cassie, Helmut, Bob, Lucy - you weirdly never go into Otto's head, I'm guessing he was cut - so much of the game is these characters and their perceptions of each other. You never really get to explore some random bystanding weirdo's mind, like the asylum inmates in 1. And for all the cross-charactering, Cassie never appears in Compton's mind, and likewise Compton is barely present for Cassie.

How many of these people's problems could have been resolved by, oh, I don't know, LITERALLY ANY PSYCHONAUT GIVING THEM A CHECK UP? I count at most three worlds that needed Raz's influence - Helmut, Lucy, and Hollis - and one of those he caused the problem himself!

And what the fuck is up with Hollis' level? She has an actually pretty good premise for her level, and then the game decides they need to just fuck it up for whatever reason. Is it because it was giving her what Milla's motivation was without ever really giving an explanation as to why she's so risk-averse? Is it because they couldn't connect that to Potts being a killstealer?

We never get a chance to really step away from the main group until the very end, which means we never really get any chance to leap off the beaten path. Everyone we meet is also a trained psychic and mentalist so it really doesn't justify much. Did Cassie and Bob never try to talk to each other? Did Otto not do anything to save his crumbling friendship?

And so many levels should have gotten a good boss fight. Lucktopus was decent. the three goats were okay (it was better once i learned the levitation ball could clean up the goo). Helmut's boss battle with maligula was a fucking joke. Bob's boss battle made no sense to me. The Librarian was a boss fight, but I never really felt scared or worried, and I didn't really notice a shift in the danger level. By that point I had shittons of HP, and it was still giving me health pickups. The only time i was remotely concerned I might die, was A: fighting the double panic attack, and B: fighting the final boss.

So many levels also feel like they got cut back. More specifically, they feel like the dev team made one big area and then realised they couldn't make them that big for the entire world, so the rest got smaller and smaller. Bob's world is a notable exception with a really good balance between it's three main arcs. Teacher cassie makes it sound like you'll be recruiting a whole army of cassies, but after Teacher, you only get one other cassie before the end. Helmut had two characters in each section after vision, including his lover being paired with Otto. Otto I'm convinced had a level cut, as the Otto-matics make him seem like a standoffy, paranoid guy, but when you meet him in his office, he's cheery with Raz like a personal friend. And the hollis mind connection thing literally never comes up again. You don't really fix Hollis's actual issues, with the stress of taking care of the children and her seeing everything as a matter of life and death.

My favourite levels were Nona and Gristol. Watching Nona's mind shift from the flea circus Ford constructed, to the quilted world she made herself, to the dark dam of Maligula's mind was really good, and I loved how all her emotional baggage was at the dam. Gristol's world - going through an It's-A-Small-World-inspired exploration of Gristol's life and plans, perfectly summed up how spoiled and childish he was, and it was often genuinely unsettling to explore. And then the entire 'boss fight' against gristol is 'use time stop on a fan.' And the final giant sequence was just... so lame. That mechanic can be done well - mario and luigi did it at least twice - but it has to feel like you're earning every step, and it really didn't for Maligula. Even more importantly, it's better for that to feel like an actual ring, with 2-3 stages of progress.

The interns were there, except for the yoyo guy, who mostly wasn't around and I never found. None of them really stuck out, and I only really got a sense Sam was unusual or interesting. Granted, it might just be that I am waiting for some easter eggs other people found.

One more thing: You're telling me this is a major bully?
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This isn't a bully! she looks like her nose should have bumps along it from the inside of her locker!
 
K, i finished Fords mind, got to the new area and i think i can safely make a judgement on the story. My previous assessment was to optimistic, spoilers for P1.
Its a superhero flick.
In the first game psychonauts were those weird teachers doing a summer camp near a psychoactive rock. It was the sort of camp where you send your problem child to forget about them for a week, and none of the children were particularly excited about it. Raz read up on so many comics he started believing psychonauts were this awesome group and started projecting this greatness on them.
Well, turns out that those comics were 100% correct and psychonauts are actually badass agents. They go on secret mission, have their superhero lair, their batmobile and definitely wouldn't bother with summer camp for some kids.
In P1 Nein was in it for control, he liked being a father figure because his father wasn't one for him.
Milla was in it because she loved children and was making up for the ones she lost.
And Oleander was in it because of his plan, though he also genuinely liked children i think.
Their powers were a source of difficulty for them at the start, but then grew into a gift so they wanted to share it with the children who were still struggling.
With children their powers manifested as analogs for their various psychological problems, Raz was psychic because he felt prosecuted, Dogen was unstable because he was scared of himself and Lili knew pyromancy because she had anger issues.

SIKE, adults are actually super cool agents and were doing it for some weird recruitment scheme.
And the plot of P2 is about getting the gang of character i couldn't possibly care about back together.
And the slightly unsettling and thoughtful (haha) tone is gone, replaced by whimsy and capeshit.
There is little to no nuance, complex emotions were replaced by feeling slightly sad. Mind-world analogies like fish city are replaced with a weak visual themes like "bowling" mixed with "germs".

Gameplay is good, much better than OG, but i don't really like it anymore.
 
I gotta say, after this game, I'll be happy if we never meet Ford Cruller again. I played it to completion - had a good time too - but I still need to rant. Very stream of consciousness rant follows.

With basically everyone's psyche being related to everyone else's psyche in this game, it really does start to make the story feel... almost oddly flat with how little there is outside of the main plot. Zanotto, Hollis, Ford, Compton, Cassie, Helmut, Bob, Lucy - you weirdly never go into Otto's head, I'm guessing he was cut - so much of the game is these characters and their perceptions of each other. You never really get to explore some random bystanding weirdo's mind, like the asylum inmates in 1. And for all the cross-charactering, Cassie never appears in Compton's mind, and likewise Compton is barely present for Cassie.

How many of these people's problems could have been resolved by, oh, I don't know, LITERALLY ANY PSYCHONAUT GIVING THEM A CHECK UP? I count at most three worlds that needed Raz's influence - Helmut, Lucy, and Hollis - and one of those he caused the problem himself!

And what the fuck is up with Hollis' level? She has an actually pretty good premise for her level, and then the game decides they need to just fuck it up for whatever reason. Is it because it was giving her what Milla's motivation was without ever really giving an explanation as to why she's so risk-averse? Is it because they couldn't connect that to Potts being a killstealer?

We never get a chance to really step away from the main group until the very end, which means we never really get any chance to leap off the beaten path. Everyone we meet is also a trained psychic and mentalist so it really doesn't justify much. Did Cassie and Bob never try to talk to each other? Did Otto not do anything to save his crumbling friendship?

And so many levels should have gotten a good boss fight. Lucktopus was decent. the three goats were okay (it was better once i learned the levitation ball could clean up the goo). Helmut's boss battle with maligula was a fucking joke. Bob's boss battle made no sense to me. The Librarian was a boss fight, but I never really felt scared or worried, and I didn't really notice a shift in the danger level. By that point I had shittons of HP, and it was still giving me health pickups. The only time i was remotely concerned I might die, was A: fighting the double panic attack, and B: fighting the final boss.

So many levels also feel like they got cut back. More specifically, they feel like the dev team made one big area and then realised they couldn't make them that big for the entire world, so the rest got smaller and smaller. Bob's world is a notable exception with a really good balance between it's three main arcs. Teacher cassie makes it sound like you'll be recruiting a whole army of cassies, but after Teacher, you only get one other cassie before the end. Helmut had two characters in each section after vision, including his lover being paired with Otto. Otto I'm convinced had a level cut, as the Otto-matics make him seem like a standoffy, paranoid guy, but when you meet him in his office, he's cheery with Raz like a personal friend. And the hollis mind connection thing literally never comes up again. You don't really fix Hollis's actual issues, with the stress of taking care of the children and her seeing everything as a matter of life and death.

My favourite levels were Nona and Gristol. Watching Nona's mind shift from the flea circus Ford constructed, to the quilted world she made herself, to the dark dam of Maligula's mind was really good, and I loved how all her emotional baggage was at the dam. Gristol's world - going through an It's-A-Small-World-inspired exploration of Gristol's life and plans, perfectly summed up how spoiled and childish he was, and it was often genuinely unsettling to explore. And then the entire 'boss fight' against gristol is 'use time stop on a fan.' And the final giant sequence was just... so lame. That mechanic can be done well - mario and luigi did it at least twice - but it has to feel like you're earning every step, and it really didn't for Maligula. Even more importantly, it's better for that to feel like an actual ring, with 2-3 stages of progress.

The interns were there, except for the yoyo guy, who mostly wasn't around and I never found. None of them really stuck out, and I only really got a sense Sam was unusual or interesting. Granted, it might just be that I am waiting for some easter eggs other people found.

One more thing: You're telling me this is a major bully?
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This isn't a bully! she looks like her nose should have bumps along it from the inside of her locker!
There is a notable shift in storytelling when you have most of the minds relate directly to a certain series of events, as opposed to randomly meeting and helping several wackjobs. Don't know about worse, but different.
I figured Hollis's risk aversion was a mix of stress from her high rank (especially with Truman out of commission) and her worry about fucking up like she did with Potts again. Good thing Hot Streak was a decent level in and of itself. Wish the "reconnecting ideas" thing at least came up again.
Otto's mind felt strangely absent. You can justify why the others kept to themselves (Compton being overwhelmed, Cassie's bees, etc.), but why didn't Otto try to patch things up?
Cassie suffered the worst from the seeming cutbacks, to the point where I think her mind was the worst in the game. It's short, the Die-brarian was lame, Projection isn't all that useful,. and the Waterfront just isn't fun. At least Maligula put up a fight.
The interns don't get enough time. Sam gets her bit in the diner, Lizzie gets a scene in the forest, and Norma has her little suspicion arc. But as far as I can tell, Adam, Gisu, and Morris get jack outside of their boss appearances.
Considering the other journalist-friendly features they had, there really should have been an off switch for Raz's comments. Can't complain about the health pickups, the combat is noticeably tougher here.
Oh yeah, and they nerfed the hell out of Levitation.
 
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Just beat it. Final impressions?

I hate that Raz will constantly shout out the puzzle solutions, or when there's emotional baggage around. Kinda defeats the whole point of a puzzle game.
I'd say this game is set to gaming-journalist difficulty the entire time. Combat is easy, enemies are weak and health popups are everywhere.
The levels seem rushed and half assed, even the longer levels seem to be repeating the puzzles to fake difficulty. The Sensorium was nice, but it was just time-puzzles and light bridges over and over again. Same for the library levels; the 2D puzzle repeated multiple times. At least the cookoff puzzle introduces new elements with each itteration. The other levels don't even try; here's the puzzle repeated 100 times...
 
I see what you mean. I don't think it's too jarring, considering beforehand the Mote would hesitate when he thought of Bob's counterpart, indicating particular grief there.
Their relationship never feels cloying to me; it's more natural than anything. Maybe it's because they're older guys who have known each other presumably for ages, or maybe because they don't really indulge in it. Plus, Helmut seems like an upbeat guy in general, not just flaming.
That said, if this really did put you off, you may want to brace yourself for Bob Zanotto's mind. Without giving too much away, it's about him losing important things in his life, with one of them being Fullbear. It leans on pandering.
Oh, btw, when you finish all the Ford stuff, you're at the two-thirds mark. So you're probably halfway right now.
Yeah, I foresaw that I wouldn't like his mind if it was a level or his character for the same reasons for Fullbear but amplified 10 fold, now I was right of course, and some more.
The level really felt like a nothing burger, now obviously I'm biased on this but that's not to say that everything about it was bad.

The idea of him being stranded on an island in his mind because he shut out everyone is pretty clever, I also founded the new cloud enemy interesting, I liked how Bob knew what Lilly looked like but not what she sounded like, and I liked this mechanic with the Bob turnup(?) anyways it was neat.
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Now I'm mixed on the environments with me feeling neutral with the islands, I liked the swamps a bit more than said islands but they weren't anything to ride home on, and the cake part wasn't very aesthetically pleasing at least for me but I did like how the Fullbear figure's front broke to reveal a skeleton but that moment was ruined by how they give him such detailed nipples which was really gross to see.

Now that may sound like a lot but I feel like they really dropped the ball with the most important parts like the story which I wasn't too engaged with the story which was that his father died/left when he was younger and was raised solely by his mother and his lover later died which is what made him shut out everyone out in the end.

Again I know I'm biassed on this but I really do feel that this didn't need to be a gay thing and that they made him a stereotypical weak nerd that grew up with an only mother which is accurate but also really funny when you think about it and him being seen as an alphabet icon makes it even funnier.

Anyways another big thing I didn't like was the butterfly character which was pretty annoying and didn't really feel like a good antagonist.

On the note of that, the final boss was really shitty.

The plant designs were really weird with the Truman one not looking anything like him, the Tia one just looking weird and both of them looking pretty generic and it didn't help that their small plant forms were just downscaled versions of them which just looked lazy.
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But the worst one was Helmut with him looking super uncanny and not even following the upscaled small plant idea with his small plant form looking super different from his big one.
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Didn't help that the battle was attached to a stupid surfing gimmick and had very laughably bad voice lines for the plants (and also butterfly) the "this is what you get for leaving me to die" Helmut line was so bad that I laughed out loud when I heard it.

Anyways I forgot to bring up the butterfly part of the battle which was nothing special with you having to just fight some normal enemies before being a throwback to the surfboard gimmick part.

Now the ending was okay, not great but it was okay. It was soon followed up by a scene with "Nick" (the once brainless mailman) and Bob in the real world that made me feel really uncomfortable, I think even if this wasn't gay then it would still be weird.

Anyways to close this off I'm on Cassie's paper world part right now and even if I'm pretty mixed on it and heard bad things about it in this thread I still want to give it a chance. I really like the new paper Raz power and it was neat how they got the Grr voice actor (or someone who sounds close) to voice them which is a little touch/easter egg.

Now the power-up is a bit janky but I still find it cute and interesting either way.

Anyways I'm not the biggest fan of its story so far and I'm mixed on the whole book aesthetic it's going for, it doesn't help that the papercraft style doesn't look all that good but I'm only at the start of it so I'm hoping it gets better.

At the very least I hope the boss isn't as bad as the "Truheltia Memonstria" but I may jinx it by just saying that.
 
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Felt closer to the goat boss. Though the battle takes a break so you can watch a cutscene... THREE TIMES!
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But for real I liked the goat boss even if it can be a little annoying at times trying to get the ingredients while Agent Boole is yelling at you but it was fun just like everything else in the level. Anyways I remember there being a small cutscene that played after you got all the ingredients which I was fine with because of how short it was, I don't know if this boss has the same thing or something worse that's very intrusive.

I'll just have to get to that point and see, hopefully it's the former but I don't know but I do know that the boss looks cool, seen it in some thumbnails so that's something at least.
Okay its design wasn't as cool as I thought it was, all I seen before were just the eyes so it made it look more interesting then it actually is.
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Anyways to answer what I said before, the boss is for sure better than the Truheltia even if it still is just kind of okay.

Also the cutscenes weren't as bad as you made them out to be, they were a little long but not unbearable.

And to wrap this up, I think the ending where all the Cassie fragments came together to make the real Cassie was pretty neat.

Disc said:
One more thing: You're telling me this is a major bully?
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Yeah it's really weird and jarring if only because of how much relevance and screen time she has, now I get what they were going for with how she was the nicest out of all the interns but is actually the opposite. It could have worked but the execution was pretty bad.

The first game's bully character was a lot better and actually had some substance to him> He was arrogant and a jerk but not the brightest bulb, his brain rescue scene may have been the best out of them all tbh.
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i was REALLY looking forward to the game but then I saw this

I have REALLY severe dental phobia and live in constant fear of my teeth getting utterly cracked and smahed with a hammer. Just some one absolutely shattering my teeth bones with a curb stomp and exposing my feagile yellow nerve endings. I don’t think this is the game for me :(
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i was REALLY looking forward to the game but then I saw this

I have REALLY severe dental phobia and live in constant fear of my teeth getting utterly cracked and smahed with a hammer. Just some one absolutely shattering my teeth bones with a curb stomp and exposing my feagile yellow nerve endings. I don’t think this is the game for me :(
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You should play through the game anyway. Exposure therapy works, and you will become a stronger person by the end.
 
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