First Playable Psychonauts 2 Video Showcases Platforming and Open Exploration

Exactly one year after the release of the first “prototype gameplay” 0f Psychonauts 2, Double Fine has released the first “playable gameplay” of Psychonauts 2. In this newly released video studio lead, Tim Schafer, and project lead, Zak McClendon, guide us through their latest build, showcasing updated graphics, huge levels, open exploration and slick platforming. Check it all out right here:

 

Since the start of the project, Double Fine has been providing development updates to fans and backers on Fig, the platform they used to crowdfund Psychonauts 2 over two years ago. According to their latest update on Fig,

The “First Playable” is an area of the game that we’ve built to test our new pipelines and workflows across all departments — art, animation, tech, design, cinematics, etc. We’ve tested all of this a lot during pre-production, but this is our first big attempt to create a fully arted up, fully playable chunk of gameplay with all the systems, art, gameplay, and tech working in the same place.

If you fast forward to around the half-way mark (6:11), you’ll also notice a goat’s butt-hole. Obviously intentional (and hilarious), as Double Fine wants us to know the kind of attention to detail that goes into designing every asset. “Every asset big or small goes on a similar journey, with different people adding touches and offering feedback and advice as they go along. Some assets take a relatively quick path, such as a rock or tree or other piece of scenery, whilst others take weeks and weeks and weeks to perfect.”

Psychonauts 2 is still a ways out from release, but it’s release date is an “estimated 2018.” Let me know what you think of the latest gameplay footage in the comments below!

Mark Rotondi: Gaming has been a core part of my existence since I've been a kid. Some of my favorite games along the way have been Zelda BoTW, Counter-Strike, Metroid Prime, Braid, Mega Man 3 and Turtles in Time for the SNES. In 2011 I graduated from UMass Boston with a degree in English, but have worked mainly in tech in San Francisco, including a job at a large free-to-play company where I worked in live-operations and community management.
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