00:03Sì, stai facendo l'attention.
00:05Alla prossima!
00:05Grazie per venire per venire.
00:07Sì, per venire in venire a tutti i nostri spettatori.
00:10Sì, stai facendo.
00:12Sì, stai facendo.
00:15Sì, ho una domanda.
00:17Sì, sì.
00:17Sì, che tutti i nostri spettatori di tutti.
00:19Perché sono stati con la mia microfonazione?
00:20Sì, sono stati che ho fatto.
00:22Sì, è stato stato fatto.
00:22Sì, è stato fatto.
00:23Sì, è stato fatto.
00:23Sì, è stato fatto.
00:23Sì, sono stati facendo.
00:24Ok, cosa hai dovuto fare?
00:25Sì, che ci sono ragazzi con Psychonauts 2?
00:28sono messi con questo.
00:30Alla prossima.
00:30Sì, è un'inserata.
00:32In caso si non si capisce, che ne diceva un design.
00:34Ok, ora c'è una cosa, scissà.
00:35Non so si lasse people.
00:37Il più vero che, il più santi che voglio fare
00:40è un soddisfatto impressionante che sono ovviamente guardate.
00:44C'è l'inclinamento con il camera,
00:46la cor controllo Razz,
00:47la overalte della base dell'epocazione di corruzione della roba.
00:51I think there's a lot of bits of Psychonauts that are sort of charmingly lopsided and don't quite fit together
00:57in a way that people expect and want from a modern game.
01:01And I think all that stuff is pretty easily fixable.
01:04It's not easy to do, it takes time and focus and polish.
01:08But I think that's the thing that Psychonauts absolutely has to hit for a number two, is to be as
01:13good a platformer game as anything else out there.
01:16And that's one of the things I'm excited to work on.
01:19And then I think a lot of the other things that are going to come up for a Psychonauts 2
01:22are going to be surprises for us and for the audience for the game.
01:25We're not really going to know.
01:27We're really going to try to embrace what was good about the game, which was its endless inventiveness.
01:31And every time you went into a brain not knowing what the rules were, not knowing who was going to
01:35be there, not knowing what the enemies or any specific gameplay might be.
01:39And I think that was a real challenge for the Psychonauts 1 team because it was constantly coming up.
01:43It's like, oh my god, there's this totally new thing in every single level.
01:46And I think going into the second one with the plan of doing something crazy and new for every single
01:51level will help us do an even better job at that.
01:54Because we can just plan around every level having its own unique gimmick and gameplay and sort of being a
01:59self-contained world.
02:01Yep.
02:02The camp.
02:03Memory of the camp.
02:05Do we actually want to talk about that location?
02:07Or is it like doesn't even make a cut?
02:08I feel like it's kind of like...
02:09So it would come up, if it came up, we'd do it, but we don't need to think about it
02:12in advance.
02:13We don't need to think about it?
02:14Think about it.
02:14My wife always says you shouldn't go back to a party that you left.
02:17I don't think so.
02:18I agree with you.
02:19What'd you walk out of a party?
02:20No, you don't go back.
02:21But here we are at Psychonauts 2, so it's a little bit.
02:23It's like having another party.
02:24It's a new party.
02:25Move to another house.
02:26Someone else's house.
02:27Remember that party we had last year?
02:28It was awesome.
02:29Let's do it again.
02:30You know, one of the things about doing a direct sequel is sort of, you know, people
02:35really do want all the characters they love and all the locations they love and all of
02:39that, and they want to, you know, there's the urge to revisit all of that again and return
02:43to it.
02:43But at the same time, people also want something really new, and they don't want to see all
02:47the same stuff again.
02:48And I think the direction that we're currently going with it is a good mix of those two things.
02:54So some of the characters that you love, but entirely new locations and situations and sort
02:58of moved forward in their careers and their lives a little further, that I hope will split
03:04the difference there, because it can be hard to sort of recapture that magic of the first
03:10game without trying to, you know, recapitulate it in a way.
03:13But for Psychonauts 2, I think people will be expecting the unexpected more.
03:18You know, I think the first game, especially if you were a console gamer who wasn't familiar
03:22with, you know, Tim's work in the past, it was probably really unexpected for the
03:28other kind of games that were out there now, and I think, you know, people know a little
03:31more what to expect from Double Fine and from Tim, and so we might not blindside people quite
03:37as much, but we'll see what places we end up going with it.
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