Psychonauts 2 Review — Mind Over Matter

Sixteen years ago, Psychonauts made a cartoonish, comically lopsided world feel believable and weighted thanks to its loveable characters and earnest storytelling. Now, Psychonauts 2 builds upon this foundation to reach ambitious new heights, while equally deepening its roots to impressive depths. It takes already well-realized characters and makes them more complex, even if that means traveling to the darker corners of their minds.

It’s a dazzling display of Double Fine’s signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness. Psychonauts 2 does more than just fill the shoes of its beloved predecessor, it sets itself apart as a classic in its own right.

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After a snappy catch-up for newcomers, the story picks up only days after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. 10-year-old psychic-prodigy Razputin Aquato (you) has saved the leader of the Psychonauts, Truman Zanotto, from the grips of dentist/amatuer brain surgeon Dr. Loboto.

In an effort to discover who hired Dr. Loboto to kidnap Truman, Raz and the other Psychonaut agents–Sasha Nein, Milla Vodello, and Coach Oleander–enter Loboto’s mind, only to uncover a far more menacing antagonist has been pulling Loboto’s strings: Maligula–a great enemy of the Psychonauts. Maligula was assumed dead after a great battle that, tragically, also left one of the Psychonauts’ most acclaimed members, Ford Cruller, traumatically scarred and mentally broken. This leads the Psychonauts to believe there is a mole within their operation, and in order to unpack the mysterious return of Maligula, Raz must enter the minds of the Psychic 6, the founders of the Psychonauts, to piece together a dark, hidden truth.

What unravels is an unexpected turn of events, with a story constructed and driven by the misjudged choices of its characters; it’s a heady theme that remains constant, and is hammered home through Raz’s own mistakes early in the game. Raz learns a few new abilities, one being Mental Connection. This can be used to interconnect a person’s thoughts, which creates new forms of traversal for the player, and can even be used to completely change a character’s mind. However, when Raz uses it to completely change the view of a mind he inhabits for his own benefit, he is forced to reckon with the consequences and carry the burdens of them.

The narrative events are intertwined with a spectacle of platforming and action. As I jumped, climbed, and punched through the inner mind of this character, I was able to see it from two different perspectives: as it once was, and then how dramatically morphed it had become based on Raz’s mistake. The level I was once familiar with was re-contextualized through a completely different lens to reflect the changed mind.

Everything about Psychonauts 2, from its environments, to its history, the Psychonauts themselves, its enemies, and mechanics, all work in tandem and feel wholly realized. It feels rich and dense with detail, and it’s all defined by its eclectic cast of characters. It’s bewildering to step back and take it all in at times, but thankfully its quirky and colorful world makes it as disarming as it a joy to ingest.

As you bounce through the minds of characters, each level’s concepts and artistic direction is reflective of the mind in which it takes place, often putting mental conditions like addiction, PTSD, and anxiety front-and-center in a lighthearted manner that doesn’t demean them, but rather treats them in an approachable and empathetic way.

One level in particular features depressing themes and undertones of excessive drinking as a design motif. The level takes place on a big open sea to sail across, with sandy islands to visit and a beautiful clear sky overhead. The moment I stopped to take it in, however, I realized the trees were shaped like bottles, and platforms were beer cans, and the rails I grinded on were drinking straws. Suddenly, the bright colorful world I gleefully jumped through was instilled with a very different and serious tone–one that could go missed if I didn’t stop to take it in.

It was all nuanced, balanced with bizarre and quirky conversations, but bookended with a serious look at someone’s inner struggles, with the intent of better understanding who they are as a person, and why. With every twist and turn, the level added a completely new layer to the mystery of Maligula and the past of the Psychic 6, leading to some unpredictable revelations.

[Psychonauts 2 is] a dazzling display of Double Fine’s signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness

While its representation of mental conditions may be complex, engaging with the game isn’t and Psychonauts 2 is truly a joy to play, with its action and platforming returning from the first game, albeit much more fine-tuned and streamlined. Many abilities from the original will be familiar to returning players: Telekinesis, PSI Blast, Pyrokinesis, and Levitation, all of which have been given a welcome overhaul.

Telekinesis, for example, now operates more closely to how it functions in Remedy Entertainment’s Control, where items nearby will automatically come to you, making it easy to launch them at an enemy; Pyrokinesis forms an area-of-attack bubble to better visualize its execution; and PSI Blast has a cooldown rather than having to collect ammo. All of these quality-of-life improvements make Psychonauts 2’s combat feel tight and refined, especially with the addition of a dedicated dodge button.

Abilities can be upgraded by ranking up, which itself is done by collecting things: Nuggets Of Wisdom, Figments of Imagination, or PSI Cards. Thankfully, collecting doesn’t come off as a chore–it often comes naturally in the exploration of the level, making it feel more like a natural progression. If you opt to seek out 100% of collectibles, it certainly does lean into the menial design philosophy from collect-a-thons of yesteryear, but the optional nature of this meant it was never a bother and didn’t stunt my progression in any way.

Psychonauts 2 features mainstay enemies like the Censors (who remain damage sponges), but it also introduces an array of new enemies like Regrets–flying creatures that carry a heavy weight to drop on you. With the introduction of each new enemy, I was conditioned to change my playing style, often switching out abilities to control the onslaught. Out of the eight abilities, you can have four at a time assigned to the shoulder buttons. It was a bit overwhelming at times to occasionally reassign all my abilities to handle certain enemies, but after some time, it became intuitive to assign a rotation of powers. Thankfully, the cadence of learning new abilities is well-paced throughout the game, giving me enough time with each one to fully understand their use.

Most impressive is Double Fine’s interlacing of conceptual design with its enemies–like using feelings of regret, doubt, and enabling–as literal interpretations for enemy types, which is an example of how Psychonauts 2 harmonizes serious concepts with whimsical delivery to present a cohesive and impactful whole.

But no matter how good its level design is, or how imaginative its concepts get, some of the level-concluding boss fights fail to reach the same heights. Some are better than others–the vomiting hand puppets from Compton’s cooking level are a standout fight–but not all of them stick the landing. More often than not, fights involve a towering enemy throwing projectiles at you while you fend off hordes of enemies, and the formula rarely changes. Mechanically they’re fine, but can be rather cliche in comparison to its otherwise inspired levels.

Thankfully, even after some less-than-favorable conclusions to these levels, what then awaits is a welcome degree of freedom and exploration. Between each level, I was given the chance to explore the world, tackle levels at my own pace, talk to its many characters, or do things completely out of order.

Exploring the hub areas, which are broken up into four sections, is a distraction from the main quest but a delightful one. With no waypoints to clutter my screen or lead me, exploring felt organic, and driven by natural intrigue and my constant curiosity to see what was around every corner of the bustling Psychonauts HQ, or to climb to the top of the trees in the woodsy Questionable Area. I was often completely sidetracked finding PSI Cards, scavenger hunt items, or even just hearing Raz’s commentary on the environments around him.

Hub areas all felt thoughtfully designed and tailored to incentivize natural exploration, with identifiable characteristics that made it a breeze to navigate. I never once had to use a map through the many sprawling open areas, nor was I ever lost or confused as to where I was–a testament to the game’s distinct art direction. Exploring and wandering around is a standout highlight, and a lot of that is owed to characters you meet along the way.

Whether it was one of the other interns, like Sam Boole making questionable pancakes in the Lumberjack Diner, or the lonely obnoxious receptionist at the Psychoisolation chamber, there’s never a wasted line or interaction. Psychonauts 2 is bursting with a diverse cast of characters, with representation that deserves to be held on a pedestal.

Every interaction deepened the world, and the introduction to Raz’s gypsy circus family, the Aquatos, is the cherry on top. Meeting other members of his family and getting more time to talk to his father gives rewarding context to Raz’s past, and the family that was relegated to murmurs in the previous game. Chatting with his family is charmingly relatable–even embarrassing at times (as having your gypsy circus family crash your time at a psychic secret organization should be).

Additionally, each area is given exuberant life thanks to composer Peter McConnel’s musical diversity, hitting tones of jazzy mystery in parts of the Motherlobe, while exploring a campfire-fueled bluegrass jig in the Questionable Area. Still, McConnell subtly inserts interlacing melodies throughout, making it all cohesive and whole, despite the many different styles on display.

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The game packs a lot in its 15-hour runtime, but the result is something that feels carefully considered, tailored, and deliberate in everything it gave me, from the story to its gameplay to its exploration to, of course, its writing. No two levels were the same, each bursting with imagination, whether it was climbing a lighthouse entirely made up of strands of hair, or the constant reimagining of level design based on a character’s psyche–the variety never ceased to inspire me.

After the credits rolled, I sat satisfied, having gone on a roller coaster of unhinged creativity, emotional storytelling, and unforgettable characters I hope to see again in the future. During my time, I grew attached to every character, and I knew it’d be hard to move on from its world, which is why I was very thankful to see the world remained open to explore, with characters to talk to, and new conversations to be had after the main story had concluded.

On the surface, Psychonauts 2 is an engaging, ambitious, honed-in take on colorful 3D platformers. However, the most rewarding aspect hasn’t just been mastering its platforms or combat, but peeling back the layers to see what’s beneath it; to take a closer look at its characters, the depth of their struggles, fears, and regrets, all of which serve as the game’s foundation. It’s an emotional, hilarious, and, at times, devastating story, but a story about forgiveness and second chances. It’s an astonishing achievement in nearly every regard and the quintessential display of Double Fine’s mastery in story, gameplay, and distinct direction, making it the studio’s best game to date.

Netflix’s Cowboy Bebop Gets Premiere Date And First Images – They Look Amazing

Netflix’s live-action version of the hit anime series Cowboy Bebop will be arriving on the streaming service on November 19. With this announcement of the premiere date, Netflix has released images from the upcoming show as well, and they look surprisingly good, which is refreshing as Netflix’s history with live-action adaptations of anime series has been lackluster.

The look of an adaptation of an anime series is exceptionally important, and it looks like Cowboy Bebop has nailed it. Below, you can see the first images of Spike, played by John Cho (Searching). He has his signature blue suit with yellow shirt underneath, and yes, the headphones are there as well. Check out Cho and the rest of the cast below.

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The original anime followed a group of bounty hunters who are “on the run from their pasts as they hunt down the solar system’s most dangerous criminals,” reads the official synopsis. “They’ll even save the world…for the right price.”

Cowboy Bebop has an impressive cast. In addition to Cho as Spike, it stars Mustafa Shakir (Luke Cage) as Jet Black, Danielle Pineda (Jurassic World: Fallen Kingdom) as Faye Valentine, Alex Hassell (The Boys) as Vicious, Geoff Stults (12 Strong) as Chalmers, Tamara Tunie (Better Call Saul) as Ana, Mason Alexander Park (Acting for a Cause) as Gren, Rachel House (Thor Ragnarok) as Mao, Ann Truong (Romper Stomper) as Shin, and Hoa Xuande (Top of the Lake) as Lin.

The original anime ran in Japan for 26 episodes in 1998. In 2001, the series debuted on Adult Swim, and in the summer of 2001, Cowboy Bebop: The Movie was released. The upcoming show will also feature new music from the anime’s original composer, Yoko Kanno.

Fan Creates an Incredible, Working Version of the Simpsons’ TV

The Simpsons’ TV set has been brought to life by way of a miniature 3D-printed replica, which imitates the titular family’s animated version.

A Twitter user brought the classic Simpsons screen to the screens of our many devices this morning by sharing a Reddit post that details the inner workings of the incredible replica, designed and printed by u/buba447. The accompanying video demonstrates the capabilities of the TV set, which “plays the first 11 seasons at random,” and has working knobs too.

The creator revealed that the TV itself and all of its parts were designed in Fusion 360 and then printed on an Ender 3 Pro. “Inside is a raspberry pi zero with a 32gb and card. The pi is connected to a 640×480 tft display,” the Redditor explained, sharing more information about the tech inside the 3D-printed model. “The pi is running Jessie Lite.”

“The episodes were all compressed specifically for the screen and loaded onto the SD card,” they added in the post, which has received more than 80,000 upvotes. “When the Pi is powered up, through the USB port on the back of the tv, it starts playing episodes at random. When [an] episode ends the next is randomly selected.”

The video shows the TV functioning, with the top knob turning the screen on and off while also muting the volume, and the turning of the bottom knob to raise and lower the volume on the episode as it plays on-screen. The creator explained that the first button has been wired up to GPIO while the second is a POT that is connected to a speaker inside the model.

If you don’t have a replica of The Simpsons TV set, then you may have to opt for a more traditional way to watch episodes of the long-running animated series. Fox has already renewed The Simpsons for seasons 33 and 34, ensuring the series will remain on the air until at least 2023 with lots of new episodes, including one with “wall-to-wall music.”

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Twitch Streamers Organise Boycott in Protest at Hate Raids

Twitch streamers are organizing a boycott of the platform in protest at hate raids that have been affecting marginalized streamers across the site for some time now, and inaction from Twitch on preventing them.

On September 1, a number of streamers are set to go on strike across the platform in a bid to push Twitch to do more about hate raids and hate speech directed towards various marginalized streamers on the platform. The protest is being organized by streamers Rek It Raven, LuciaEverBlack, and Shineypen under the hashtag #ADayOffTwitch.

News of the protest follows the #TwitchDoBetter campaign which was originally set up by Rek It Raven to encourage Twitch to act quickly after a number of marginalized streamers were being targeted by hate raids on the platform. Whilst Twitch did announce a number of measures it is taking to better protect its streamers, including building channel-level ban evasion detection, the problem seems to be persisting on the platform. A number of streamers still seem to be on the receiving end of bots and users who inundate their streams with hateful slurs.

Since initially responding to the #TwitchDoBetter campaign on Twitter in early August, the platform has tried to reassure streamers that it is continuing to work hard to mitigate the issues. The company tweeted on August 20, “No one should have to experience malicious and hateful attacks based on who they are or what they stand for. This is not the community we want on Twitch, and we want you to know we are working hard to make Twitch a safer place for creators.”

While Twitch continues to work on its channel-level ban evasion detection and account improvements to combat hate speech and malicious behavior, the company has asked streamers to continue to report incidents the attacks in the meantime. Despite its assurances, many streamers feel that Twitch hasn’t acted effectively nor quickly enough to combat the hateful attacks being made on the platform.

A number of streamers have shown solidarity with the #ADayOffTwitch protest. Rek It Raven’s Tweet about the protest has gained over 7000 likes on Twitter, and a Discord server acting as a safe space for those hoping to speak out about hate raids has also been set up. Adventure Zone and MBMBaM cohost Travis McElroy is just one of many who have shown their support for the protest. McElroy concluded that he too would not be accessing the streaming platform on September 1.

Twitch has not confirmed a specific date for the release of its latest set of improvements that it hopes will curb hateful content on the platform. Those involved within the protest will be hoping that the increased pressure will encourage Twitch to make releasing its additional tools and providing relief for its creators a top priority.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

Birds Of Prey Black Canary Spin-off Movie In Development For HBO Max

A movie based on the DC character Black Canary is the works. According to The Hollywood Reporter, Jurnee Smollett will reprise the role she played in last year’s movie Birds of Prey.

The Black Canary movie is in “early development” for a release on Warner’s streaming platform HBO Max. It’s being written by Misha Green, who was the showrunner and main writer on HBO’s Lovecraft Country, which also featured Smollett in the cast. Green is also set to co-write and direct the sequel to Tomb Raider. No further details about Black Canary are available so far.

Birds of Prey was released in February last year. While it was seen as a box office disappointment at the time, the pandemic and subsequent closure of theaters only a few weeks later meant that it was ultimately one of 2020’s most successful movies. Black Canary is the alter ego of Dinah Lance, a reluctant superpowered vigilante who possesses hypersonic screams.

Black Canary is one of several DC projects in development at HBO Max. It was recently reported that Cobra Kai star Xolo Maridueña will star in a Blue Beetle film, while the JJ Abrams-produced Batgirl movie recent cast In the Heights star Leslie Grace in the lead role of Barbara Gordon. The Suicide Squad spin-off show Peacemaker and the Gotham City PD series are both expected in 2022, and Abrams is also producing a Zatanna movie, which will be written by Promising Young Woman director Emerald Fennell, and a new John Constantine show.

For more, check out GameSpot’s guide to all the upcoming DC movies and shows we know about.

Astria Ascending: The First Preview

2021 has seen quite the number of quality Japanese role-playing games already, with still more to come, and based on what I’ve played, I believe that Astria Ascending should be near the top of your JRPG to-do list for this year. In an unexpected but welcoming collaboration, developer Artisan Studios has partnered with Hitoshi Sakimoto, composer of Final Fantasy XII and Vagrant Story as well as Kazushige Nojima, who has written several notable JRPGs including Final Fantasy X and Final Fantasy VII Remake. After playing the first four chapters, Astria Ascending offers a lot to look forward to even if it doesn’t do anything out of the ordinary.

Taking place in the high fantasy world of Orcanon, I found myself in the shoes of the demigods, eight powerful heroes whose job is to keep the harmony together with Ulan as the captain of the group. These warriors do not volunteer but are chosen – andwhere after three years, they move on from the world. These demigods keep the harmony in check by confronting “the noise,” cryptic enemies that attempt to disrupt the balance that the people of Orcanon try to maintain.

The peace between the various races of Orcanon is thanks to a fruit known as harmelons, but little else was learned about them. How do they keep things harmonious and what are the consequences if their protection was left unchecked?

The leader of the demigods is Ulan furnished with a shield and lance. The entire cast is diverse with different spells and abilities so even if there are two melee heavy characters in your party for example they will both stand out from one another.

Each party member begins with a beginning job giving them a set list of stats and abilities that they will be able to unlock overtime through their Ascension Trees. By using Stat Points and Orbs that are earned through battle you are able to choose different paths on which new skills or stat boosts that I wanted. The number of paths you start with however depends on the job.

As time progresses you will be able to choose between multiple jobs as your “main job” which is more or less an evolution of the job you started with.

If you’re a fan of traditional turn-based combat then Astria Ascending will have you slabbering out the mouth.

In general, the environments and animations are drop-dead gorgeous across the board despite some unnecessary detail, but its turn-based combat is where it is at its best, with each slash and blast oozing with charm.

Where Astria Ascending defines its unique battle mechanics is with its focus system. By hitting your enemy’s weakness you will gain focus points. A party member can also use their turn to focus and gain temporary points to help deal massive damage. But focus points don’t always go in your favor, as you can lose several at once if you attack an enemy who can absorb, resist, or nullify the damage type. Whether it be abilities or a melee attack, you can use up to four focus points dealing up to 200% strength.

While there are eight party members throughout your journey, only four are usable in a battle. Genre veterans know that this is relatively common when you have more party members than what is allowed in battle, but in Astria Ascending you can swap out up to your entire party if you want to in a single turn – and for good reason.

Battles are more often than not a challenge where, depending on your situation, you can see yourself in deep water even before your first turn begins, thus encouraging you to experiment with different groups of members to see which best finds you success in specific encounters.

Regardless of who is in the party or who is on the sidelines, everyone gains the same amount of experience as long as they live through the fight, so there is seemingly little to no need for grinding to keep everyone on the same level. This is the first of a few quality of life improvements that Astria Ascending brings to the table.

As a fan of the genre it is easy to forget sometimes that turn-based JRPGs are not for everyone and can take a lot of work to get into, so Astria Ascending has implemented accessibility features for those who may not be familiar with the genre to ease themselves in.

Astria Ascending has implemented accessibility features for those who may not be familiar with the genre to ease themselves in.

For instance, enemies respawning in dungeons can be disabled, difficulty can be changed on the fly, and there’s even a weakness indicator that can be turned on so you don’t have to use an ability or play the guessing game to figure out a threat’s vulnerabilities. Of course, many players will want to experience everything organically, but having the options for those who are newer or more casual with the genre to enjoy their experience in their own way is a huge win.

Despite how much I enjoy the combat, one notable omission was the lack of a turn bar displaying the order in which the field would operate. It isn’t particularly a necessity as it doesn’t hurt the gameplay’s quality, but it has been such a useful feature in many modern turn-based JRPGs of this century that it seems odd that it is absent.

Astria Ascending looks really promising, with, based on what I’ve played so far, great combat, fantastic visuals, and an interesting world to explore – but the latter is where I have my hesitations. With these heroes chosen as demigods they are guaranteed death three years later. Do any of them take issue with being chosen as a demigod? Do any of them fear the inevitable death that is coming for them? These are the types of questions that I hope are explored, but how hard will the commitment be remains to be seen.

Rainbow Six Extraction Gameplay Overview Trailer

18 Elite Operators, 12 Ever-Evolving Maps, 25 Gadgets, 13 Enemy Archetypes, A Unique Progression System, Brand New Lore, Full Cross-Play, Free Post-Launch Content, and much more to come! Tom Clancy’s Rainbow Six Extraction will be available in January 2022 on PlayStation 5, PlayStation 4, Xbox Series X | S, Xbox One, Stadia and PC.

Revisiting The Original No More Heroes

No More Heroes was released for the Nintendo Wii in 2007 in Japan and in 2008 everywhere else. The game follows Travis Touchdown, a wrestling and anime fan who wants to become the #1 ranked assassin after winning a Beam Katana in an online auction. The game never takes itself too seriously, for example, if you want to save your game you have to use the toilet to do so, and it even breaks the fourth wall sometimes.

But how is the original No More Heroes in 2021? Should you go back to it in the leadup to No More Heroes 3? Hopefully this video will help answer that question, and yes there are no spoilers for the plot of the game in this video. The original No More Heroes and its sequel got ports to Nintendo Switch and Steam making it easier than ever to try the series out.

In terms of the series as a whole, No More Heroes got an “enhanced” port to Xbox 360 and PS3 (but only PS3 outside of Japan), a sequel titled No More Heroes 2: Desperate Struggle in 2010, a Japan only mobile spin-off game, another spin-off for consoles and PC titled Travis Strikes Again: No More Heroes, and now a 3rd numbered entry titled No More Heroes 3 which is set to be released exclusively for the Nintendo Switch on August 27th, 2021. So while it’s not the most successful series in the world, it definitely wasn’t a one hit wonder.

Suda51 Breaks Down His Iconic Career | Audio Logs: https://youtu.be/JgggpKr931U

WWE 2K22 Release Window and New Gameplay Revealed During WWE SummerSlam 2021

Alongside a brand new look at gameplay, it has officially been revealed that WWE 2K22 will be released in March 2022.

Revealed during SummerSlam 2021, the new WWE 2K22 footage shows off a ton of different wrestlers in action like Roman Reigns, Finn Balor, Bobby Lashley, and Drew McIntyre. In an accompanying tweet, 2K promises new controls, stunning graphics, and a redesigned engine for this new game.

While there was no specific release date given, it was promised that fans would get more info on the game in January 2022. To help with the wait, @WWEGames revealed a couple of screenshots of Edge in-engine.

WWE 2K22 was announced at Wrestlemania 37 and will be 2K’s first WWE simulation wrestling game since the poorly received WWE 2K20.

In our review of WWE 2K20, we said, “WWE 2K19 looked like it stopped the downward trend for the series, but WWE 2K20 doubles back, breaks its ankle, and tumbles down the slope.”

2K announced the WWE 2K series would be taking a break in order to allow the team to deliver a game that is worthy of the WWE name.

To help with the lack of a WWE 2K game, 2K did release WWE 2K Battlegrounds, which we said “works as a shallow party game you play for an hour, then move on to something else, and that’s it.”

Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

A New Star Wars Comic Features an Easter Egg Honoring the Cut Human Version of Jabba the Hutt

A new Star Wars comic has an Easter Egg that honors Declan Mulholland, the actor who played the original human version of Jabba the Hutt from Star Wars: A New Hope that never made it to the big screen.

For those unfamiliar, Jabba the Hutt was originally no more than a mention in Star Wars: A New Hope and made his first on-screen appearance in Return of the Jedi. However, there was a scene shot for the original film that had Jabba confronting Han Solo after he kills Greedo. Instead of being a giant slug-like alien, the scene was shot with actor Declan Mulholland playing a human version of the crime lord in a large fur shawl. You can see the original footage of the cut scene here.

Jabba as we know him didn’t exist in 1977 as George Lucas hadn’t quite created him yet, and he was portrayed as a human gangster after Han Solo. This cut scene was added in 1997’s special edition version of A New Hope, but Mulholland was replaced with CG to keep it in line with Jabba’s appearance in Return of the Jedi.

Now, in Star Wars #16, a new comic in the War of the Bounty Hunters crossover event, a character resembling Mulholland’s Jabba the Hutt makes his brief debut. As reported by CBR.com, this unnamed character is aboard the Son-Tuul Pride War Cruiser Dark Syndicate and on his way to bid on the carbonite-frozen body of Han Solo.

In a bit of a twist, this character is a part of the Son-Tuul Pride Crime Syndicate, which is a rival gang of Jabba’s.

Despite this not actually being a human version of Jabba the Hutt, it’s a nice nod to Declan Mulholland. Unfortunately, Mulholland won’t get a chance to read the comic as he passed away in 1999, but now his legacy will forever be cemented in that galaxy far, far away.

For more on the War for the Bounty Hunters comic, check out our exclusive look at Star Wars: Crimson Reign, a story that is set to continue the one that began with War of the Bounty Hunters, and one that will “reshape the history of the Star Wars Galaxy during the Age of Rebellion.”

Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.