{"id":249169,"date":"2025-10-05T03:57:36","date_gmt":"2025-10-05T03:57:36","guid":{"rendered":"https:\/\/arcader.org\/the-biggest-differences-between-psychonauts-2-and-1\/"},"modified":"2025-10-05T03:57:36","modified_gmt":"2025-10-05T03:57:36","slug":"the-biggest-differences-between-psychonauts-2-and-1","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/the-biggest-differences-between-psychonauts-2-and-1\/","title":{"rendered":"The Biggest Differences Between Psychonauts 2 And 1"},"content":{"rendered":"<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/06\/the-biggest-differences-between-psychonauts-2-and-1.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/video-feature\/2021\/06\/07\/the-biggest-differences-between-psychonauts-2-and-1\" rel=\"noopener\">Click here to watch embedded media<\/a><\/p>\n<p><span><span>16 years is a lot of time by any metric, but especially in the world of video games. The industry has dramatically changed since the original release of Psychonauts and our standards for platforming in games along with it. But fear not,\u00a0for developer Double Fine has been hard at work trying to ensure <a href=\"https:\/\/www.gameinformer.com\/product\/psychonauts-2\" target=\"_blank\" rel=\"noopener\">Psychonauts 2<\/a> will be up to the challenge of competing with 2021\u2019s contemporary platforming experiences. Here\u2019s how Raz\u2019s new adventure will take the best parts of the original experience and modernize them for a new era of games.<\/span><\/span><\/p>\n<p><span><span>One of the ways Double Fine wants\u00a0to make an impact with Psychonauts 2 is in the game\u2019s combat. While there\u2019s plenty to love about how the original title handled fights between Raz and The Censors, the development team wants to create a more fluid experience with psi-abilities at the focus.<\/span><\/span><\/p>\n<p><em><span><span>\u201cSo we have a really dedicated combat team and a really dedicated player powers, like psychic powers, team, and they&#8217;re pretty autonomous, in a way,\u201d Tim Schafer tells us. \u201cThey pretty much are playing and iterating and testing the game and making a lot of improvements. The goals that we set were, we want to have psychic powers be more useful in battle, [and] combat. In the first game, you mostly punched everything, I think.\u201d<\/span><\/span><\/em><\/p>\n<p><em><span><span>He adds, \u201c<\/span><\/span><\/em><em><span><span>But in this game, every psychic power has some fun way to use it in battle, and maybe some enemy who&#8217;s really susceptible to it. So there&#8217;s a lot more, like, adapting your fight style to the enemy that we wanted to do in the first game. In the first game, we put a bunch of psychic powers in, and some of the people just forgot about, because you didn&#8217;t have to use them. Even though they were cool and they solved a lot of problems for you, people would forget about them. So we try to make it so all the psychic powers are useful all the time and you pretty much have to switch them out as you approach a different level. You can see a lot of that.\u201d<\/span><\/span><\/em><\/p>\n<p><span><span>Combat isn\u2019t the only aspect of the game that\u2019s receiving a facelift, however.\u00a0There are plenty of small design tweaks that will keep players in the action instead of scrolling through menus to select psi-abilities and items. With the game\u2019s renewed onus on pushing players to prioritize powers, the quick select wheel will be readily available but will instead allow you to map four powers to the triggers and bumpers instead of the original three. Likewise, objects such as the cobweb duster won\u2019t be included in the game, meaning players will be able to focus on the enemy Bad Ideas and fun platforming levels in front of them.<\/span><\/span><\/p>\n<p><span><span>The upgrade system is also getting a round of positive tweaks\u00a0with the inclusion of Intern Credits. Instead of automatically receiving boosts to your abilities like in Psychonauts 1, our physic hero will be able to pick and choose what powers get upgraded. If players prefer a power such as Psi-Blast over Mental Connection, they\u2019ll have the autonomy to spend their credits to max out that ability\u2019s power. But how does one gain these credits? Raz will rise through the ranks of the Intern program by assisting his peers, collecting Nuggets of Wisdom within brains, tracking down Psi challenge markers or cards, and more.\u00a0<\/span><\/span><\/p>\n<p><span><span>16 years is a long time to wait for a game. And while Psychonauts 2 still has plenty to show, our\u00a0patience will\u00a0pay\u00a0off when the game finally releases later this year.<\/span><\/span><\/p>\n<hr \/>\n<p><em><span><span>Hey friends, Alex Stadnik from GI here. Thank you so much for watching this video. This will be our last exclusive video on Psychonauts 2,\u00a0but don\u2019t worry! There&#8217;s plenty on the site to get caught up on, including looks at the new <a href=\"https:\/\/www.gameinformer.com\/exclusive-video\/2021\/06\/02\/psychonauts-2-exclusive-look-at-new-level-gameplay-4k\" target=\"_blank\" rel=\"noopener\">level<\/a> and <a href=\"https:\/\/www.gameinformer.com\/exclusive-video\/2021\/05\/19\/psychonauts-2-exclusive-first-look-at-the-games-new-psi-power\" target=\"_blank\" rel=\"noopener\">powers<\/a> of the game, Tim Shafer&#8217;s <a href=\"https:\/\/www.gameinformer.com\/2021\/05\/28\/the-secrets-behind-tim-schafers-rubiks-cube-collection\" target=\"_blank\" rel=\"noopener\">Rubik&#8217;s Cube collection<\/a>, and more!<\/span><\/span><\/em><\/p>\n<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/video-feature\/2021\/06\/07\/the-biggest-differences-between-psychonauts-2-and-1\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Click here to watch embedded media 16 years is a lot of time by any metric, but especially in the world of video games. The industry has dramatically changed since the original release of Psychonauts and our standards for platforming in games along with it. But fear not,\u00a0for developer Double Fine has been hard at work trying to ensure Psychonauts 2 will be up to the challenge of competing with 2021\u2019s contemporary platforming experiences. Here\u2019s how Raz\u2019s new adventure will take the best parts of the original experience and modernize them for a new era of games. One of the ways Double Fine wants\u00a0to make an impact with Psychonauts 2 is in the game\u2019s combat. While there\u2019s plenty to love about how the original title&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/the-biggest-differences-between-psychonauts-2-and-1\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":249170,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-249169","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Biggest Differences Between Psychonauts 2 And 1 | Arcader News<\/title>\n<meta name=\"description\" content=\"Click here to watch embedded media 16 years is a lot of time by any metric, but especially in the world of video games. The industry has dramatically\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/the-biggest-differences-between-psychonauts-2-and-1\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The Biggest Differences Between Psychonauts 2 And 1 | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Click here to watch embedded media 16 years is a lot of time by any metric, but especially in the world of video games. 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