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Broken Cog
Dec 29, 2009

We're all friends here
I honestly didn't care too much about that level, but that probably has more with me not really being all that keen on that kind of artstyle. Once you strip away that, there's not really that much left, there's like one solid joke in the entire stage.
Though I liked the Panic Attack fights, they were pretty neat.

Also, as much as I enjoy Jack Black whispering into my ear. If you're gonna have him be NaVi and constantly spout quips, at least give him enough lines that he doesn't repeat himself every 30 seconds.

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King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
I thought the whole concept was really cool but it feels like they made and finished that level very early in development and then just... stopped? I know it was the one level they gave us all a taste of in very early preview builds, and they could've done so much more with it.

FireWorksWell
Nov 27, 2014

(It's you!)


King Vidiot posted:

I thought the whole concept was really cool but it feels like they made and finished that level very early in development and then just... stopped? I know it was the one level they gave us all a taste of in very early preview builds, and they could've done so much more with it.

I just wish it had a proper boss fight.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
I really enjoyed Psychonauts 2, but it really feels like a chimera of a project; the middle stretch helping Ford fix his mind feels like it's out of a completely different script draft than the start up to the Lucktopus and the finale. It's especially egregious how the Interns just functionally disappear from the plot for the most part and reappear acting like they've been involved the entire time. The Lucktopus mission feels like there was meant to be more traveling and missions tagging along with the teachers to chase the Delugionists and the Mole, and it all just got cut to get the game done. It's like there's a second act missing between the Lucktopus and Ford, or at least in parallel with helping Ford as a side-thing to work on between missions.

Jerusalem
May 20, 2004

Would you be my new best friends?

Finally finished the game and goddamn I'm so happy, they made a sequel to Psychonauts 16 years later and somehow against all odds it absolutely ruled. Ending was real good, story was real good, but just like the first game it's the characters and the humor that I love and they really recaptured that from the first game in my opinion. What a game.

Edit: Also, post-game spoilers regarding clairvoyance: Agent Hollis seeing Raz as a little agent now instead of a barely hatched chick was just a wonderful little shorthand for how she's come to see him after the events of the game. :3:

Jerusalem fucked around with this message at 13:08 on Sep 2, 2021

SirSamVimes
Jul 21, 2008

~* Challenge *~


This is legitimately the funniest game I've played in a long time. So many moments that just made me laugh out loud.

I have only two real complaints about it:

1) shut up raz I don't want hints towards the end of the puzzle, I'm hunting for figments/trying to exhaust amusing optional dialogue

2) While Fatherland Follies was a good level, it wasn't very... climactic. For all the complaints about the Meat Circus, the final level being a brutal platforming challenge feels a lot better. (final level spoilers)

SirSamVimes fucked around with this message at 13:15 on Sep 2, 2021

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

SirSamVimes posted:

1) shut up raz I don't want hints towards the end of the puzzle, I'm hunting for figments/trying to exhaust amusing optional dialogue

I hate this whenever any game does it. "Gentle hand holding" when it comes to puzzle solving is one thing, but don't stick it in a game that also revolves around gathering supplies or collectible shinies. Resident Evil VIII did that poo poo too, where Chris wouldn't shut up about puzzle solutions while I was looking around for hidden treasures or item pickups.

stev
Jan 22, 2013

Please be excited.



King Vidiot posted:

I hate this whenever any game does it. "Gentle hand holding" when it comes to puzzle solving is one thing, but don't stick it in a game that also revolves around gathering supplies or collectible shinies. Resident Evil VIII did that poo poo too, where Chris wouldn't shut up about puzzle solutions while I was looking around for hidden treasures or item pickups.

That sort of thing should really just be in the accessibility settings.

CoolCab
Apr 17, 2005

glem
it exists in most games but it's waaaaaaaaay overdone here. like, i'm pretty sure they had four unique lines for at least several obstacles on every single level.

SirSamVimes
Jul 21, 2008

~* Challenge *~


stev posted:

That sort of thing should really just be in the accessibility settings.

When Raz outright stated the solution to a puzzle I actually opened the accessibility menu to see if I could turn it off.

I couldn't. :(

CoolCab
Apr 17, 2005

glem
sometimes they stick jokes in there, or narrative hints. not consistently, though.

FireWorksWell
Nov 27, 2014

(It's you!)


CoolCab posted:

it exists in most games but it's waaaaaaaaay overdone here. like, i'm pretty sure they had four unique lines for at least several obstacles on every single level.

Breaaaaath from above, hahahaha

ErrEff
Feb 13, 2012

I'm missing four figments in Bob's place and apparently it's all shrubs (on the first page), so they're most likely in the overworld.

Any chance others have run into this? These seem kinda well hidden and I think I've gone over all the islands.

Jokymi
Jan 31, 2003

Sweet Sassy Molassy
Finished the game last night and just finished 100%-ing it. Fantastic game, really exceeded my expectations.

If there's a sequel or DLC, I'd love to see more globetrotting with Sasha, Milla, and Hollis. I really liked the Casino level, and was kind of hoping to see some additional levels like that. I wouldn't say that I'm disappointed in the direction the rest of the game ended up taking, since I really ended up enjoying all of the Psychic 6 characters and their stages, but I think it's something that could easily take center stage in a future game.

I got pretty lucky with the collectibles, and it didn't take me as long to clean up the figments as I thought that it would. I managed to collect almost everything in the game without having to resort to a guide, with a few exceptions. I missed the same banana that it looks like almost everyone else did, but I also couldn't find a pink unicorn looking thing that eventually made me pull up a Youtube video and watch the entire thing until I finally saw it being grabbed. I also got stuck on a single flower in the Psy King level, and after scouring the entire thing, I realized it was in plain sight at the very beginning of the campground section.

The last thing that I collected. was the Psy-core on the roof of the diner. I have no idea how I missed that with the number of times I went back and forth between levels to search for stuff.

ErrEff posted:

I'm missing four figments in Bob's place and apparently it's all shrubs (on the first page), so they're most likely in the overworld.

Any chance others have run into this? These seem kinda well hidden and I think I've gone over all the islands.
There are some that are basically hidden on top of the exploding plants that are on the islands. If you haven't yet, try blowing up the plants and then checking the remains.

HMS Beagle
Feb 13, 2009



ErrEff posted:

I'm missing four figments in Bob's place and apparently it's all shrubs (on the first page), so they're most likely in the overworld.

Any chance others have run into this? These seem kinda well hidden and I think I've gone over all the islands.

They are very hard to see. There's one near Otto I think, one near Lili, and one under one of the explosive plants. Not sure about the fourth.

ErrEff
Feb 13, 2012

Thanks guys, it was the explosive plants near Truman. Two figments next to each, blending perfectly into the scenery.

CaptainSkinny
Apr 22, 2011

You get it?
No.


As a general tip, I found the camera incredibly useful when searching for missing items. Being able to look around corners and zoom so far out has helped me quite a bit.

Kibayasu
Mar 28, 2010

While I’ve only done a few levels so far the most annoying figment I’ve missed wasn’t because I couldn’t find it but because I somehow scrolled over “Poster Gallery” in the fast travel menu for Loboto like 4 times :negative:

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

I just beat the game and it ruled, I missed good platformers. The ending was a little underwhelming? Basically everything after you leave Fatherland Follies felt like it was weirdly rushed or something. I usually like having people you'd helped out with and connected with over the course of the game show up at the end but in this case it was... sorta some assholes from the start of the game showing up for fifteen seconds each? Like, okay, thanks I guess. I did not care about the other Interns at all, and the final fight with Lucretia was really underwhelming, as was your family's assistance.

Last couple minds: I didn't expect the sudden swerve for the villain to be a nationalistic monarchist but that was neat, as was his mind. Lucy's mind had the emotional weight to it that I wish the ending had gotten.

Also I spent multiple hours looking for the last of the Figments in Psi-King and Bob's minds and jesus, those bananas hidden in the trees in the latter were awful, and while I loved the look of the former's mind, every single figment I was missing was just sitting on the ground, blending into the background because they were the same color.

xiw
Sep 25, 2011

i wake up at night
night action madness nightmares
maybe i am scum

Cpig Haiku contest 2020 winner

ArchRanger posted:

I just beat the game and it ruled, I missed good platformers. The ending was a little underwhelming? Basically everything after you leave [...] as was your family's assistance.

I'd forgotten about that - it looked at first like we were going to get some kind of psychic family combination mecha fight, and then we just got flung into the fight - i wonder if that was the original scheme given that we also later on got a giant Raz fight that felt a bit vestigial too.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

xiw posted:

I'd forgotten about that - it looked at first like we were going to get some kind of psychic family combination mecha fight, and then we just got flung into the fight - i wonder if that was the original scheme given that we also later on got a giant Raz fight that felt a bit vestigial too.

Raz's older sister being psychic too is also clearly a dropped plot point as it never comes up outside of talking to her. I swear there's a line somewhere late-game about one of his brothers being psychic as well.

CaptainSkinny
Apr 22, 2011

You get it?
No.


It's revealed in the post game that Queepee is psychic. it's a throwaway line from, I believe, Nona.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

CaptainSkinny posted:

It's revealed in the post game that Queepee is psychic. it's a throwaway line from, I believe, Nona.

Yeah that was it, I just couldn't place when it came up. I was expecting it to come out that, oops, they're ALL secretly psychic. Even Donatella.

CuwiKhons
Sep 24, 2009

Seven idiots and a bear walk into a dragon's lair.

CaptainSkinny posted:

It's revealed in the post game that Queepee is psychic. it's a throwaway line from, I believe, Nona.

Which makes sense because I don't know how else a what, 5 or 6 year old child? can lift their entire family. Kid's gotta be subconsciously using telekinesis. Seems like Dion, Mirtala, and Donatella are the only non-psychics in the family.

Jerusalem
May 20, 2004

Would you be my new best friends?

Re: the interns, though I definitely felt like there needed far more interaction with them than we actually get in the game I'm a little surprised at how often I see people make the complaint that they only appear at the beginning then at the end since there are frequent ways to go and talk with them as they wander about doing their own thing with various other characters/their own little storylines, and you can talk with them plus use clairvoyance to see the shifting dynamic between Raz and the other interns and how they all come to accept him as part of the group.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

Jerusalem posted:

I'm a little surprised at how often I see people make the complaint that they only appear at the beginning then at the end

I don't think anyone is saying they cease to exist or anything. It's that they're not part of the plot anymore after the Lady Luctopus (and even then, they seem to go from "haha stupid new kid" to "let's all band together tally-ho" real fast without much buildup - yeah, there's the boss, but it ain't enough for me). Until they show up at the very end to help Raz save the day, except... because they didn't really contribute to most of the plot, it's a bit, I don't know, unearned? It's not quite a deus ex machina, but I also feel like Raz shouldn't need the help of those chumps at this stage of the game after doing everything else on his own.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Hyper Crab Tank posted:

I don't think anyone is saying they cease to exist or anything. It's that they're not part of the plot anymore after the Lady Luctopus (and even then, they seem to go from "haha stupid new kid" to "let's all band together tally-ho" real fast without much buildup - yeah, there's the boss, but it ain't enough for me). Until they show up at the very end to help Raz save the day, except... because they didn't really contribute to most of the plot, it's a bit, I don't know, unearned? It's not quite a deus ex machina, but I also feel like Raz shouldn't need the help of those chumps at this stage of the game after doing everything else on his own.

There's a blatantly missing plot thread of Norma somehow being a snitch to the teachers Agents that comes out of nowhere right at the end like she's always been that way.

As for the sidequests, there's a little suggestion of possible missing content there as well; Aside from how few there are, all of one gives you a meaningful reward; setting up the Circus Tent for Dion and getting the extra roll move. The Tent that is used for... also nothing. Everything else is just extra resources.

Sakurazuka
Jan 24, 2004

NANI?

There another upgrade point inside the tent.

That's it though

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Sakurazuka posted:

There another upgrade point inside the tent.

That's it though

Ahh, true. Just that the whole thing has that feel of there should be followup sidequests/tasks afterwards, you know?

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
(All game) Raz's family overall is kind of underused. I know that's weird to say given how technically important they are to the plot (well, at least one of them is), but what do they actually do to advance it, besides showing up?

ErrEff
Feb 13, 2012

The interns definitely felt like a late write-in, or a plot/game feature they maybe couldn’t fit into the game due to scope and budget issues. Which makes the setpiece events where they do appear a little jarring - because it’d be awesome if they played a larger part in shaping or helping you out in the overworld or inside minds.

There’s two good recent interviews with Tim Schafer where he talks about the game’s writing - stuff like the peaceful protestors was apparently written a long time ago. And Tolkien is to blame for the teeth stuff.

NME feature

Kotaku feature

UP AND ADAM
Jan 24, 2007

by Pragmatica

Jerusalem posted:

Re: the interns, though I definitely felt like there needed far more interaction with them than we actually get in the game I'm a little surprised at how often I see people make the complaint that they only appear at the beginning then at the end since there are frequent ways to go and talk with them as they wander about doing their own thing with various other characters/their own little storylines, and you can talk with them plus use clairvoyance to see the shifting dynamic between Raz and the other interns and how they all come to accept him as part of the group.

They definitely don't change enough to make the whole hub conceit worth it. Not close to the degree as the campers in the first game did, at least.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

ErrEff posted:

The interns definitely felt like a late write-in, or a plot/game feature they maybe couldn’t fit into the game due to scope and budget issues. Which makes the setpiece events where they do appear a little jarring - because it’d be awesome if they played a larger part in shaping or helping you out in the overworld or inside minds.

There’s two good recent interviews with Tim Schafer where he talks about the game’s writing - stuff like the peaceful protestors was apparently written a long time ago. And Tolkien is to blame for the teeth stuff.

NME feature

Kotaku feature

I'd say cut for budget and scope issues affected a LOT in the game's development. There's a lot of setup laying around, but it's almost entirely excised as cleanly as they can make it just to get the core story done and the game shipped. It's still a REALLY good game, especially given the sensitive matter it has to touch on with mental health in general, but nothing really gets a chance to build off in its own direction if it's not fully-tied to the main plot that survived in the released game.

IShallRiseAgain
Sep 12, 2008

Well ain't that precious?

UP AND ADAM posted:

They definitely don't change enough to make the whole hub conceit worth it. Not close to the degree as the campers in the first game did, at least.

Yeah, Sam is the only one that got developed into an actual character. I don't think Yo-Yo boy even shows up in the hub at all, unless I'm missing something. In the original Pyschonauts, every camper had their own little storyline, the interns don't get that.

I still like the hub world though.

Broken Cog
Dec 29, 2009

We're all friends here

IShallRiseAgain posted:

Yeah, Sam is the only one that got developed into an actual character. I don't think Yo-Yo boy even shows up in the hub at all, unless I'm missing something. In the original Pyschonauts, every camper had their own little storyline, the interns don't get that.


He stands around next to the history plaque next to the entrance to the wing of Sasha and Millas offices post game.
Never noticed him before that, so I don't know if he's there all the time, he kinda blends in with the crowd.

CoolCab
Apr 17, 2005

glem
he does, he is the curator of the little video memorial which also feels unfinished

Mix.
Jan 24, 2021

Huh? What?


There's a very missable scene with him if you talk to him IMMEDIATELY after the casino section where he states that he's the most advanced/highest graded of the group and as such his assigned mentor is Truman Zanotto himself, but considering how busy Truman is (and, well, considering he's been kidnapped/sick the past week) he's pretty much left with nothing to do besides update the video memorial and go to class.

kidcoelacanth
Sep 23, 2009

I think Lizzie's VA is really excellent, that's my take

Broken Cog
Dec 29, 2009

We're all friends here

kidcoelacanth posted:

I think Lizzie's VA is really excellent, that's my take

She's good, but feels a bit out of place imo. She sounds a fair bit older than I think she is supposed to be.

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King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
While I also believe there was a lot cut for time constraints or budget or whatever, I'm glad we got the game and it's really amazing and genuinely good, and we didn't have to wait another 5-10 years just to flesh out some hanging plot threads. It's fine as it is, to add any more to it might've meant it never would've come out at all.

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