
Towards the end of a game's development, Schafer frequently leaves his office and plays the latest version of the game they were working on in a conference room. They've always been in our calls, but they often 'I can't hear what anyone is saying!' I feel like we've always done our best to include them, but I think since we've all been in that position, I feel like it's helped us realize what it's like to be a remote employee." "We've always had up to five or more employees that work in different states. "We've had remote employees the whole time," he said. (It's not true.) One of the more surprising revelations was how accommodating most workplaces are for their remote employees, when the majority of people are working out of the office. Schafer joked about COVID-19 convincing the team to add a video conference level set in Zoom.

"No two were the same."ĭouble Fine tried some of the now-normal moves, like having parties over Zoom. "Everyone's dealing, I think, with being tired in different ways," he said.
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Schafer noted how the individual circumstances of each Double Fine employee suddenly took on greater significance, as some dealt with a house full of children with nowhere to go, others struggled with the inability to find alone time or, alternatively, too much alone time. And I think overall, it just really clarified how important the messages of the game are." "Learning to understand the team is just trying to deal with what's going on in the world that day and not necessarily pushing when we don't need to. "I think this year has definitely been an exercise in that ," said Titre-Montgomery. It helped underscore the series' themes to the team itself. Few qualities have been more important during COVID-19, as quarantine created new anxieties and exasperated existing ones. Both Psychonauts games are, as Double Fine puts it, about empathy. Lessons like this have been littered across the many years of Psychonauts 2 development, some of which took place over the COVID-19 pandemic that continues to unfold worldwide.

"It says everyone’s mind is its own world, and 'getting better' means handling our issues in the ways that make the most sense for us while embracing the rest of our eccentricities." " Psychonauts, though arguably poking fun at particular mental illnesses, takes a more positive approach," wrote game critic Edeline Wrigh in a 2015 essay for Kill Screen contrasting Psychonauts and Nintendo's sanity-focused horror game Eternal Darkness. In Psychonauts, players are there to help people through trauma, coming to grips with their own anxieties, hangups, and quirks and how they define "you."
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It's what allows for the wild and inventive environments the series has now become famous for, but it's more than just for the sake of a nifty-looking space to jump around in. In both Psychonauts and Psychonauts 2, the player spends a lot of their time jumping into the minds of various characters. You jump into someone's head, you literally see what it's like through their eyes." "But I think deep down, the general way we approached things on the first game was to treat people, even the villains in the game. "It just exemplifies the difference in how we think about these things now compared to during the first game, even though I think in the first game there are things we got right, things we didn't get right," said Schafer.
