Psychonauts 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 them
Double Fine co-founder Tim Schafer looked to action games and shooters when planning out Psychonauts 2's levels
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GamesActionPsychonauts 2Psychonauts 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 themWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesActionPsychonauts 2Psychonauts 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 themWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Double Fine)
Psychonauts 2 was deliberately designed as the opposite of an action game or a shooter, in that protagonist Raz should leave every level in a better condition than when he entered it.
Speaking at Develop: Brighton 2024, Double Fine marketing and communications director James …