![]() ![]() Both of these characters are quirky and memorable in their own way, perhaps due to inherited traits from their grandfather. The Boole family was also introduced in the first Psychonauts through the character Dogen, and again in Psychonauts 2 with Sam. When his rock and best friend, Cassie O’Pia, another of the psychic six, had her own breakdown and left to be on her own, Compton internalized all of his anxiety in the form of judgement – that is, believing that he was at fault for many things that happened, and that everyone else was judging him for it. Outwardly, he tried to keep it together, having a blank expression for years internally, however, he was suffering some kind of post-traumatic stress disorder. For Compton in particular, we can glean some insight from his memory vaults. ![]() Throughout Psychonauts 2, each of the psychic six are re-introduced as shadows of their former selves, having never recovered from an event referred to as the “Deluge of Grulovia.” When the seventh member, Lucrecia Mux, caused a flood killing many Grulovians, the psychic six went to stop her, resulting in a fierce battle and the supposed death of one of their comrades, Helmut Fullbear.Įach of the psychic six dealt with this loss in a different way. ![]() To Be A BooleĬompton Boole is introduced in the first Psychonauts as one of the “psychic six,” a group of powerful psychics that formed the group known as the Psychonauts. There are other enemies present in Psychonauts 2, but these are all of the ones introduced before Compton’s world. The final enemy type found early on in Psychonauts 2 is the Bad Idea, a strange purple rabbit that throws exploding projectiles, showing how bad ideas can quite literally explode in your face. Doubts manifest as purple sludge monsters, which can be purged more easily by giving them a little push - a spark, if you will (which is taken literally as Doubts are weak to fire). Another fairly frequent enemy is the Regret, a meek little flying thing that carries a weight, implying that regrets weigh the individual down. The most common enemy is the Censor, something present in the mind of any sane individual, created in order to literally stamp out thoughts that don’t belong. ![]() These elements include not just physical objects, but most of the enemies who appear throughout Psychonauts 2 as well. Most importantly, above all of the above, are memory vaults, creatures that hold a slide reel inside detailing an important moment in that person’s life. In some minds there are also stray thoughts, little white bubbles that can be connected to in order to reach new areas. In addition, there is emotional baggage (suitcases that are usually tucked away somewhere out of sight), half-a-minds (literal halves of a brain), and nuggets of wisdom (little golden trinkets usually placed in hard-to-reach locations). The most common are “figments of imagination,” a subtle representation of what is going on in the character’s mind in relation to where it is found. Throughout Psychonauts 2’s worlds, there are common elements meant to reflect the fundamental pieces that can be present in any person. For me personally, what stuck out the most was Compton Boole and his mental world known as “Compton’s Cookoff.” Basic Braining Some worlds mean more to different individuals depending on their own prior experiences. Every world takes a look at a different individual character, showcasing their mental struggles and traumatic past through intriguing metaphors that really warrant a second look to unpack everything going on. Psychonauts was a masterclass in probing the depths of the mind, and its sequel is no different. ![]()
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