The problem with making a game that ends on a cliffhanger, is that you're stuck with making the sequel start ins media res. This goes double for P2 as it's forced to play catch-up for two titles, as not everyone has a VR-set to play Rhombus of Ruin. This is the core element of Loboto's Labyrinth, the first mental world visited, where the Psychonauts try to use trickery to get Dr. Loboto to reveal who hired him to kidnap Truman Zanotto. Strangely enough the mad dentist sees through their ploy and takes over the psychic scenario, resulting in a calm, quiet office area transformed into a toothed nightmare. As well as being a catcher-upper, this world also serves as an introduction, a showcase for the game engine, a tutorial for the controls/gameplay, and a plot driver, and does a fine job at all of these tasks, while also staying thematic to the character of Dr. Loboto. People looking to dive straight into P2 after P1 will probably be put off by this level, but otherwise there's nothing to specifically compliment or criticize here.
This is where another point of 'restraining gameplay' emerges - the formulaic level design. We start with a cutscene, then a walk along a corridor with minor terrain obstacles, which eventually leads to a battle arena, where some baddies must be fought before the game continues (you know when you've won when you get a cutscene). Then we get another corridor with terrain obstacles, which leads to a cutscene, followed by an arena, and so on. Compared to P1's level design, this game is wearing a fully-strapped straitjacket when it comes to level design.
A final, minor comparison to make; only one of the world's two mental vaults are accessible during the first playthrough, and predictably the second one is locked away until later due to plot/pacing reasons. Just like in P1.
After the World's Most Bizarre Dentist Visit, we finally arrive at Psychonauts HQ, where Raz is immediately removed from all the cool things going on, shoved off to the mailroom and has to work his way up in rank and esteem ALL OVER AGAIN, by doing menial tasks for everyone and (gasp!) show up for classes. It sucks, but there were very few ways P2 could be a sequel and offer 'more-of-the-same'-gameplay at the same time.
And it's in class where we're dumped into the second mental world, Hollis' Hot Streak. This world serves as our proper introduction to Hollis Forsythe, the (Acting) Head of the Psychonauts. And one who's woefully unprepared for the task, based on what a ten-year old boy can accomplish while poking around in her head. Compare this to P1 where Oleander, Sasha and Milla each 'faked' their mental worlds, for the kids' sake. Hollis should be better prepared than all of them combined, and yet gets mentally spun around faster than a merry-go-round. Thematically this world hits all the right chords (a hospital looking to cure changed into a casino looking to cash in) but it's the pacing that does away with it - it drags on for too long. IMO the main problems are the Pillinko-machine and 'back rooms' - these large empty, fragmented variations of the three main wards stretch this world past its breaking point, and the (forced) inclusion of the interns doesn't help. This world badly needed a scalpel, but it seems that the nurse had crapped out. Another point of criticism are the mental vaults - both of them focus solely on Hollis and her past, with only a tangible connection to the Psychonauts or current events. All the other mental worlds have a more prominent connection, making this one stand apart from the others, like a forced addition. You know, because Hollis is the Wokesperson of the game and identity politics reared their ugly head.
After all that it's time for more ham-fisted action as Raz breaks into a casino in an attempt to uncover the mole, but this section only serves to brute-force the interns into the story, and what 'cool' powers they have. The end result falls flatter on its stomach than that whale does. Not my favorite part of the game, to be honest.
The good news is that after this Raz is returned to the Motherlobe and shortly later allowed to go outside to explore... but simultaneously this is where the game loses its focus a bit. Due to the enormous size of the two new maps, and how much extra quests and dialogue is piled on (as both Ford Cruller and Raz's family show up) one can expect to spend hours of pure game time just faffing around the place. The layout, atmosphere, and characters at the Questionable Area are off, somehow. They're off in the way that during my stay there I didn't feel like I was playing a Psychonauts-game, but something else... like a graphical adventure, with strong 'Sam & Max Hit the Road'-vibes in particular. No real threats present, just lots of talking and lots of platforming to gather the collectables, complete the quests and solve the puzzles. And ride the funicular. Raz goes full Guybrush on that one.
A notable exception from this is Otto's lab. Besides being just a small sidemap, it's also where you first get to talk to Otto Menthallis properly. The whole time I was there I felt like there was something more to the guy, but the game ends up never going there. Like his content had been cut from the game at the last second, or something. Another point of note were his hands. First, they're huge, which is uncommon for Psychonauts-characters. Secondly, they have five fingers. In P1 there were very few characters besides Raz who had five fingers (his Dad, for one), but in P2 almost everyone has them. The only ones who still have four fingers are the characters "imported" from the first game, like Sasha, Milla, Lili, Ford and Oleander. It's weird how consistent the art direction is in its inconsistency.
In the back of Otto's lab is the Brainframe, a large collection of brains, meant to represent all the backers and donors of the game through the years. It's a nice touch, and I'm certain a few Codexers could find themselves in there, if they wanted to.
Anyway, the juiciest mental world of them all is now available - Ford's. People have been wondering all these years what his story was, and now we finally get to find out... except it's broken up into three parts, and each part needs to be accessed from a different personality, and Ford seems to come up with new personalities whereever he goes. What's more, two of those parts need visits from two other mental worlds first before they can be completed. Talk about being a tease. (If people find this comparable to the Loboto-disguise puzzle in P1, then you're absolutely spot-on. Sadly to say you're also spot-on in regards to how far into the game you've reached.)
The easiest one of these worlds is the hair stylist - just walk in there and talk to Ford. From there you enter Ford's Follicles - one of several mental worlds I'd call 'half-ideas'. They are the places where a base idea resides at the center, but the concept of it never amounts to anything meaningful. In this case it's all hair-related stuff. Combs running through hair acting as elevators, lice being a bother, and hairdryers blowing all over the place. Intertwined with this are Ford's memories of the past, acting as exposition about his relationship with Lucrecia Mux, another member of the Psychic 6 that we know next to nothing about. There's a really hair-raising moment where clearing away some lice turns into a much darker metaphor, but ultimately this place feels like a barren storyline corridor - which was never the case in P1 to such a large degree.
The second part of Ford I got access to was the bowling attendant, but to get there you need to track down Compton Boole, one of the Psychic 6. Fortunately a few clues hint at his location, and if you explored the Quarry-map well enough, you might have even talked with him briefly. Compton is very much like his grandson Dogan, one of the more memorable kids from P1. Compton can talk to animals, but has problems controlling his powers, and may hurt animals (or even people) if he loses control. So he keeps to himself, but misses his old friend Cassie O'Pia, another member of the Psychic 6. That quest gives Raz an opportunity to visit Compton's mental world... and this is where P2 starts to reveal its fractures.
Compton's Cookoff is the smallest mental world of them all, and it consisting soley of timed events doesn't help it either. There's nothing wrong with the level design or the theme, except the writing feels like a 9-year old with a fondness for boogers and puking jokes had a hand in it, especially the boss battle. After dealing with a rogue Judgment, Compton Boole and Raz are forced to participate in a cookoff show, where they have to prepare meals for ungrateful goats (portrayed by other members of the Psychonauts), but Compton doesn't feel up to it because he's missing Cassie, and thinks he can't do it by himself, hinting at a possible co-dependence issue and/or a sense of helplessness. And what was that Judgment doing there by the way?
Sadly the mental vaults don't shed light on that. The first one highlights how close he and Cassie were, and how she just went native while he was tied down with Psychonauts-business and now he misses her terribly. The second mental vault details how he loves animals and how his powers can overwhelm him with disastrous consequences, and was found and recruited by Ford Cruller after such an incident.
So we have a character with animal affinity and self-control issues, placed in a high-pressure environment filled with distorted representations of his friends who seem overeager to judge him, and it's his co-dependency/helplessness that gets the better of him? Fair enough, but I see a slew of missed opportunities here. Compton would be a prime candiate for being a vegetarian, or having an eating disorder due to him being able to talk to animals, or maybe even be sensitive about his body, any of which would make him participating in cooking a very fitting scene for a mental world. But except for the boss battle touching on the subject of eating disorders in general, none of that is the case, and neither is his lack of self-control. And as Compton has no issues with his diet or his figure, that's all just hanging out there. And where is this thing coming from with the Psychogoats being so judgmental?
I can't talk about Compton's Cookoff without mentioning the horrendous boss battle. The Psychogoats, instead of wolfing down food that you made for them, are now vomiting it back at you as you try to pick through their pukes for useful ingredients to send to Boole so that he can cook up more dishes. Be grateful the sense of smell is lacking from video games. Because the game represents goat vomit with purple slime it's a lot worse writing and reading about it, than actually experiencing it in-game. (I'd like to have seen the test group who playtested this battle, and count how many times they lost their lunch.) That nauseating fact aside, this boss battle is structurally identical to the Lady Lucktopus-fight from Hollis' Hot Streak: Dodge the attacks, wait for an opening to the sides of the boss, use TK to chuck an item in there, which eventually creates an opening where the boss is vulnerable. The Lucktopus-fight is a little challenging as the terrain and the bombs are a threat to a low-ranking Raz, but that's not the case here. In fact, I beat the boss fight on my first try, without any 'aides'. So we have a repeat of a previous boss fight, only easier and less interesting overall. I would yawn over it, except that might accidentally make me puke. But overall I feel that Compton's Cookout is an undercooked opportunity, and the consistency of writing that defined P1 is starting to come undone, with this being the first example. Sadly it's not the last such that we'll come across.
Here's a larger example of what I mean by the writing coming undone: If Compton has grandchildren, then he must have gotten married sometime, and had children. And yet, in his room, there are no family photos. Only a photo of him with Cassie. That's a small but notable hole to leave, don't you think?
After that detour, Raz can explore another part of Cruller's mind, this one being Strike City, an odd mixture of a bowling date with Lucrecia and a civilized society of germs facing the apocalypse. This merger creates a place that has some of that semi-random silliness that permeates P1, but ultimately it's just another romp through Ford's memories, though less heavy on the metaphors and focusing more on the gameplay. Strike City, as short as it is, is at least fun to play, so enjoy the ride while it lasts.
To reach the last part of Ford's mind Raz has to reach the mailroom, except Postmaster Ford has locked himself in there, and only a senior-ranking member of the mailroom can get in there. In what is one of the most fitting puzzles of P2, Raz gets a brainless Nick up and running using a loaner brain from the Brainframe, except that brain is having trouble adjusting. Some fine-tuning is required, so Raz dives into what is, without a doubt, the absolute highpoint of the game: The PSI-King's Sensorium.
This world was originally planned for P1, but couldn't be implemented properly due to technological restraints. But now it's here and OH MY LORD is this something to behold! A mind deprived of sensory input for 20 years is trying to make sense of everything again, and does so by merging Yellow Submarine with Woodstock, with a dash of Brütal Legend thrown in. If you're unfamiliar with 1960s rock this world will lose much of its appeal, but the sheer visual and aural extravaganza on offer puts this world up there with the greatest mental worlds the Psychonauts-games have ever offered. Words fail me here, except to mention that a personal favorite touch is how the ambient sound is like a familiar-sounding tune that's just about to begin... but people can't agree on what tune that is! (To me it's "Let Forever Be" with The Chemical Brothers.) Walking on the rainbow bridges is also a standout point for me. And then there's the song. The song's fitting and well written, but the cinematic that goes with it is actually too short, to the point that it hurts to think about it. The only real fault I can find with the Sensorium is that it has the largest amount of Figments to find, and in this vividly colored landscape that will be a PAIN. But beyond that, this world just works.
A note must be made about the mental vaults here, as they're soundly inaccessible... for now. They're meant to be opened once the player has both completed Cassie O'Pia's and Bob Zanotto's worlds, in order to give us another side of the story. Some notable details can then be discerned, such as whether certain people were present at a wedding or not.
But the main point of entering this world was to get a new PSI-Power, the Time Bubble. Like Pyrokinesis, anything within the bubble slows down, as if time stopped having a care. There's a disrepency between how the power is described and how it's used, but if it was used properly Raz would become a Mental Matrix Neo and the proverbial master of time and space, so I guess they had to nerf it a bit.
But eventually the show must go on... elsewhere, and with the PSI-King sorted, Raz can finally reach the mail room and enter what I consider the real mind of Ford Cruller.
Cruller's Correspondence, when compared to Ford's other mental worlds, ticks off all the right boxes. The central mailroom encapsulates Ford's mind brilliantly - thoughts/letters coming and going, where some of them go off-script into other, unrelated realms. Meanwhile a mechanical, four-armed Ford is trying to hold everything together and keep everything running, dispatching messages back and forth, while struggling to remember something important and forget something equally horrific. If Double Fine had rolled up Ford's Follicles and Strike City into smaller segments of this mental world, accessed through those cubby-holes like happens here, they could have been on to a true winner. Instead it's all separated, which detracts from the whole experience.
And then, as everything comes together, and Ford's mind is restored, we're sent to... a graveyard? A sunken tomb? Yeah yeah yeah, buried memories and all that, but I don't get what's going on with the Tomb of the Sharkophagus. Its only purpose is to push the story onwards, offering only superficial themes and context, while lacking content to make it even part of a mental world. Where does the shark fit in? This could have been done better, but I'm unsure how.
It's also here that we get the first major frumple in the writing, though many more are coming. When Raz and Ford check in on the Aquatos, Nona is not there, and Raz says "[She] probably wandered off into the woods again. She keeps doing that." And Ford then immediately knows where she's going. Dude, the Aquatos haven't even been here for half a day, how has Raz had time to know what Nona gets up to while she's here? The answer: He can't. He could however, have seen this behavior in her before he ran away from the circus, but the line specifically mentions "the woods", which is where they are right now. Fortunately this one can be easily fixed. Just change the line to "She's wandered off again. She keeps doing that lately", suggesting a pattern of behavior over a longer period of time, and one that doesn't associate the Aquatos with a specific environment, but does assign abnormal behavior to Nona. Cruller would then need just a little longer to realize where Nona's trying to go, and the scene's sorted.
Eventually we reach Green Needle Gulch, the last hub map of the game. Compared to the others it's quite small, even though it's made to look spacious. It's mostly just a central building, with three paths branching off from it. We use one path to enter the area, and then go down the other two paths to find the last two members of the Psychic 6. On the left we have Cassie O'Pia's house, a tower covered in beehives, and surrounded by a field of honey and bees. On the right we have a greenhouse situated atop a giant vine. In the center is the Heptadome, which looks like a psychedelic conservatory with a woodwork shop in the middle. Dotted around the place are little places related to each of the Psychic 6 (except for Lucrecia, meaning she either lived with Ford, or her place is/was underwater).