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Delving Into Our Own Minds in Psychonauts 2

Psychonauts 2 players are loving the bizarre but wonderful world that Double Fine has created. Specifically, players are appreciating connecting to their own mental health experiences, and the strong advocation of healing within the game. Psychonauts 2 puts players in the shoes of Razputin, an ex-circus performer turned psychic spy part of the Psychonauts organisation.

The organisation is tasked with keeping an eye on the world and rescuing people’s minds by going into their heads and trying to fix the issue at hand, so that the person in question feels better. You’ll explore many different characters’ minds whilst also trying to find a mole within the organisation who is trying to bring back Maligula, a cruel hydrokinetic who the organisation took down 20 years ago after destroying the fictional city that Raz comes from. Along the way, you’ll find more about the organisation and its characters that we’ve come to know and love.

Psychonauts 2 is a 3-D platformer that offers a myriad of fun tasks to take on. While the main story mentioned above is key, there are also a lot of side quests for players to take on, and exploring the world of Psychonauts is nothing short of wonderful. Double Fine has created a world full of character and lore which makes checking out every little nook and cranny of the game feel very rewarding. Not only do players broaden their understanding about mental health and empathy, but get to check out some fantastic art design and creative ideas on the journey.

Mental health themes are so key to this game. After all, you’re tasked with delving into different people’s minds! In one instance, Razputin must go into the mind of Compton to help him with his performance anxiety. To do this, you enter a gameshow with some pretty horrifying puppets which represent the staff around the psychonauts HQ. In the show, you must cook some very bizarre meals by using the audience (who are ingredients) to make these dishes. The more you make, the harder it gets; but the better Compton feels.

Double Fine covered mental health themes in a very unique way. You are notified at the start of the sequel about the subjects it delves into, already signalling what is going to be explored, from trauma victims with PTSD and others with psychosis. This offers insight to those who might not fully understand the illnesses and what a person may feel like. The way Double Fine has used these subject matters in such a respectful way but also provided a way for everyone to tackle is downright wonderful. While mental health is becoming more understood, we have a way to go, but developers using imaginative ways to tell stories of relatable events in the mental health world is providing more with an understanding. This is especially inviting for the gamers who perhaps aren’t as interested in delving into video games that are purely mental health orientated and perhaps just feel like playing a quirky platformer. By putting the subject matter into an engaging storyline, it allows more subtle explorations into topics that many games don’t explore.

From the initial reviews, you can already tell that people are loving the game, not only because of its quirky ever-changing gameplay and style, but because of its relatable way of exploring mental health in more joyful and positive ways.

Safe In Our World has always recognised the power of video games and telling stories, which is echoed by our affiliates and our community. Psychonauts 2 manages to cover so many tough subject matters in such a unique way, which makes us hopeful that more developers will engage and experiment with mental health representation within their games in the future. The video games of today are constantly changing and evolving, and provide a platform for gamers to explore and reflect on their own mental health in an engaging way.

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