![]() For example, for exploration collectibles we brought back iconic ones that everyone knows and loves like psi challenge markers and figments. We loved that we were able to take that and expand on it in almost every vector. However, in general the design team is really proud that we started with an amazing core in Psychonauts with amazing powers, collectibles and all kinds of goodies. Q: Are there any features or in-game experiences that the team is particularly proud of?Ī: (LS) There is a ton of stuff. Once we knew we wanted them to be ideas and the ideas were going to be distinct words and that they would tie into the narrative of the character, the designs started to fall into place. At first we did some explorations with mental taffy and some weird concepts that never really stuck. We really wanted to see what we could do so that players could understand what they were interacting with. And, what physical representation would work for something that is loose as an idea. (Lisette Titre-Montgomery): I would say from an art standpoint, mental connections are a really good example of how we needed to think about conceptually what the power was. For exploration, there is the progression step of having some nodes that you can’t connect to at first and needing to upgrade and become more powerful to get everywhere in the game, including special secret areas. There are ways that the grapple hook can be upgraded and customize the power such as adding on an extra melee attack at the end or make it brute enemies instead of grappling to them. We got to think of some cool ways for the base power to work to be able to pull smaller enemies to you and grapple yourself to the bigger enemies. (Lauren Scott): It opened up a really nice design space for us for both traversal and combat. The grapple hook seemed to fit the theme of the world we were in and lead to a lot of fun, fast kinetic navigation. They are ideas and you are connecting these ideas together and causing changes in people’s minds. And, there is something special about these nodes. Traversal was one of the ones we wanted to cover.Ĭertainly levitation helps you get up high, but there is something special about a grapple hook. ![]() When we were adding new powers we were thinking about what areas these previous powers cover and what they didn’t cover. So, a lot of the ones from the first game are there. How did the idea for this come about?Ī: (TS) We wanted to bring back all the favourite powers. It is one of the most ingenious ways I’ve seen a grapple hook type item be implemented in a game. ![]() Q: One of the newer powers in the game is the mental connection. They jumped right back into character and helped the game feel right.įan favourite and new powers in Psychonauts 2 They help it feel like the first game and their voices sound incredible. Q: How hard was it to get the whole gang together? And, how important was it that you had the same voice actors as you did for Psychonauts in Psychonauts 2?Ī: (TS) We were really lucky to get all the voices for our characters to return. And, that is why I wanted to tell this story. Not just going to their summer camp but to be in the centre of the action. Raz has always dreamed about working for the Psychonauts. Have you ever envisioned going back to make a prequel, or was a sequel always in the cards?Ī: (TS) I had ideas for both but the sequel is really exciting to me because I wanted to show the headquarters for the Psychonauts. Q: You’ve said before that you have ideas for larger story arcs for characters from the first and Psychonauts 2 starts right where the first game ended. However, I do feel that they are most natural in games. We put a lot of work into making our characters and worlds feel real and make them real deep, so I do think they are expandable anywhere. Hollywood has come calling a few times but it has never worked out for one reason or another. Is that a space that has ever been discussed at double fine?Ī: (Tim Schaffer) Various people over time have brought that idea to us. Q: The Psychonauts IP has always felt like it could transcend games. Stay tuned to the Best Buy Blog for my initial impressions on an early preview of Psychonauts 2 along with a video of the first 30 minutes of the game. As part of the experience, I was able to speak with and ask questions to Studio Head Tim Schafer, Art Director Lisette Titre-Montgomery, and Senior Systems Designer Lauren Scott. I, along with other journalists, learned more about the game ahead of its global launch on August 25. Recently, I was invited by Xbox Canada to partake in a Q&A session with the team at Double Fine, the studio behind the Psychonauts 2, an upcoming third-person platforming video game.
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