nanoUFO@sh.itjust.worksM to Games@sh.itjust.worksEnglish · 1 year agoPsychonauts 2 was designed as the "complete opposite" of an FPS, because Tim Schafer wanted players to leave levels in a better condition than they found themwww.gamesradar.comexternal-linkmessage-square2linkfedilinkarrow-up170arrow-down10
arrow-up170arrow-down1external-linkPsychonauts 2 was designed as the "complete opposite" of an FPS, because Tim Schafer wanted players to leave levels in a better condition than they found themwww.gamesradar.comnanoUFO@sh.itjust.worksM to Games@sh.itjust.worksEnglish · 1 year agomessage-square2linkfedilink
minus-squareEarMaster@lemmy.worldlinkfedilinkEnglisharrow-up7·1 year agoThe first one was already fantastic, but the second one topped in terms of writing, art style and music in particular. They reduced the amount of experimental level mechanics though.
The first one was already fantastic, but the second one topped in terms of writing, art style and music in particular. They reduced the amount of experimental level mechanics though.