Review: Psychonauts 2 is an Incredible Sequel That Doesn’t Mind Being Weird & Wholesome

“Oh, you think the human mind is safe? That’s cute!”

It’s difficult to be genuinely funny. Always walking a line between upbeat and morose, corny and original, hilarity and outright bombing. Even trickier to make media that’s consistently humorous, especially a video game spanning over multiple hours. Near impossible to find the right balance between that humor and hitting impactful subject matter plus layering an entertaining gameplay loop on top of everything.

Psychonauts 2 is that near impossible outcome.

It’s a unique, comical and even thought-provoking third-person adventure game that combines exquisite humor, witty references, well-written characters, productive exploration, trippy environments and satisfying mechanics. It’s that full course meal with no filler, unlike any other series in the industry and a worthy follow-up within a franchise that stands out for mostly the right reasons. The weird ones, too.

Psychonauts 2 is clearly a labor of love from developer Double Fine Productions, made mostly prior to the studio becoming part of Xbox Game Studios. The sequel to 2005’s cult classic Psychonauts is the culmination of many years, assisted by a crowd-funding campaign. The team obviously used that time to maximize the belly laughs, detailed world-building and genius general direction that makes it so good.

It’s fun. And funny. Granted, occasionally dark. Then has the courage to ask big questions surrounding mental health, self-reflection and human consciousness. It’s a psychology lesson and philosophy debate layered within third-person action platforming. A total trip, and well worth the wait.

Studio founder Tim Schafer and team start Psychonauts 2 with a great cutscene intro, summarizing both the first release and virtual reality game Psychonauts in the Rhombus of Ruin. This allows a quick refresher for fans then an entry point for everyone else. The recap shows how 10-year old physic Razputin “Raz” Aquato fled from the family circus, was found by a spy agency called the Psychonauts, fought off a rogue summer camp counselor with the help of fellow campers, learned about his psychic powers in the original then rescued Psychonauts leader Truman Zanotto in the VR spin-off.

A few days later, the sequel begins.

Back at Psychonauts “Motherlobe” headquarters, self-proclaimed dentist and amateur brain surgeon Dr. Loboto is being interrogated because of his involvement in Zanotto’s kidnapping. By diving into his brain, a common tactic used by the squad, agents Sasha Nein and Milla Vodello along with the player controlling Raz learn that someone internally is feeding information to an outside evil mastermind. Turns out Loboto is merely a puppet. The boss’ name is Maligula. Allegedly deceased long ago, her “Deluginist” followers are attempting to bring her back with necromancy, an area the Psychonauts have suspiciously been funding recently. That doesn’t sound good. It means there’s a mole! The sequence acts as both story setup and an introduction to action mechanics, namely platforming in 3D realms and light melee combat with ranged capabilities.

The Motherlobe acts as a home base where Raz learns he’s actually an intern. It’s an awesome hub, more expansive than Whispering Rock summer camp. Agents scatter the halls. A mural of “The Psychic Six” founders looms over the common area. There’s a mail room, barber shop and even a bowling alley. Raz meets the other interns, a scenario reminiscent of his fellow campers in the prior game.

Considering it takes place in both the physical and mental planes, Psychonauts 2 is all about its cast of characters with the interns, agents, foes and even Raz’s family playing huge parts. Many of them are quite literally the levels or “dungeons” as these places exist only inside their minds and are cleverly intertwined. It’s fun getting to know the Aquatos in particular and how certain folks from the original are related to new characters. It makes for a feeling of familiarity and togetherness, like the player is part of something bigger where everyone still has plenty of quirks.

The main campaign revolves around figuring out who is snitching within the organization. Which means chatting with people and using a Psychic (PSI) Portal of course, where Raz’s astral projection jumps into select minds to gather information and learn about their motivations. Way cool, I know! Dialogue options are smart and quirky even if they have no effect on the core narrative. Character interactions make the Motherlobe and surrounding areas feel alive, enticing all sorts of exploration that’s immensely rewarding. Figuring out the mysteries of someone’s thoughts. And gathering up the best kinds of collectibles.

As is evident with the description of the plot and character names, Double Fine is among the best in the industry at references, puns and double entendre use. This really is a highlight as little details go a long way to add up to something immeasurable. It’s hard not to stop everywhere and admire what the designers crammed into these locales. Design decisions like these make its world simultaneously bizarre and uniquely endearing. Double Fine can play with so much using these settings that blend the real with imaginary worlds.

For instance, health is called Mental Energy. Censors are brawler enemies that stamp out unwanted thoughts. Regrets are dangerous flying bugs carrying heavy kettlebells because they weigh people down. It features aptly named collectibles like physical manifestations of that person’s thoughts called Figments, Emotional Baggage that requires Raz to find a tag to comfort it or cute Half-a-Mind brains which need two lobes to make a whole. Instead of a fingerprint, one’s Thinkerprint is used for accessing areas.

It’s very fun noticing a small touch or chuckling at an enemy description, partly because it’s relatable. Double Fine lightly pokes fun while simultaneously acknowledging the seriousness of mental health. There’s a stylized feel throughout the entire project, like it’s tuned to feel uncanny yet familiar. The player uses an intern’s manual as a journal to track quests, skills or inventory. There’s so much care in Psychonauts 2, whether obvious or hidden, and it all contributes to the cohesiveness of its tone.

Mission structure is standard, then has multi-layered objectives within each story quest. There’s the main campaign trying to uncover the mole with its own set of requirements around that investigation. This takes Raz to mind locations such as the casino hospital of Hollis Forsythe, interim leader of the Psychonauts, and agent Compton Boole’s mental cook-off among others.

Then there’s optional tasks opened by talking with certain characters. A conniving intern convinces the player to take on a scavenger hunt, claiming it’s important agency business (hint: it kinda isn’t). Lili, Raz’s girlfriend and Zanotto’s daughter, asks for help in trying to help her father bounce back from his captivity. A set of interns need help boosting the signal of their pirate radio station. Then there’s the Aquato family side quests, a personal favorite because it shows more about Raz’s past. His father Augustus played a role late in Psychonauts, now we meet the full crew including his precious Nona who keeps reminding him of the family’s curse that they will die in water. Most end up tying back into the narrative in exciting ways.

All of these are really a great way to flex an improved movement system. Raz is a child acrobat by trade meaning he’s already an expert double jumper, ledge grabber and wall bouncer. Then there’s the Levitation power, which lifts Raz on top of a ball for him to move more quickly and get to greater heights. It’s floaty and a bit unwieldy, used as a psuedo-sprint button since there’s no dedicated button for speed. Platforming is generally solid, though I’d like a more controlled sprint mechanic. It can occasionally be difficult to know where Raz is landing when leaping, the sort of situation where an indicator could help. Especially among higher level challenges.

Even so, one of the highest compliments I can pay Psychonauts 2 is it’s more fun to move around and take the scenic route than use fast travel (which is a nice option to have here of course). There’s always something to collect or a character to find. A fun area to explore. This sort of love for traversal is a staple of the genre’s best experiences.

It wouldn’t be a video game about psychics without powers, of course! Certain “PSI-Powers” are carryovers from the original: The aforementioned Levitation technique. Telekinesis, the ability to throw objects. PSI Blast is a projectile energy beam. Pyrokinesis is, naturally, a big old fireball. And Clairvoyance allows Raz to see from another being’s perspective. This materializes what they think of him, and changes based on the person. Or animal. It can be quite amusing.

As he’s grown a few days since last game, Raz learns a handful of new abilities. Mental Connection is used to connect ideas, essentially grapple points, and pull the player towards them. Primarily a movement mechanic that allows for more vertical exploration plus a combat tactic where Raz to zip around, pull enemies or snag objects in mid-air. There’s also Time Bubble slowing anything in its path. Helpful during platforming to new places or fighting against quick opponents. Lastly there’s Projection where the player creates a separate paper version of Raz. This copy can open secret areas or serve as a much-needed distraction during battle. He’s also a master of one-liners.

Double Fine shows off clear innovation and creativity baked into environment and level design along the way. There’s four main open areas in Psychonauts 2 plus more than a dozen individual minds to tour. Almost all of them are memorable, especially in how they bend themes or blend them together. As Raz starts to learn his new powers in the second act, exploration really opens up. Notably into more vertical spaces. For example in the physical world, The Questionable Area is a bootleg theme park and natural attraction outside the Motherlobe which houses deposits of “Psitanium,” the game’s fictional element and main currency. It’s also where Raz’s family sets up shop. There’s a later game open area that ties into the game’s lore, featuring some of the earliest Psychonaut technology.

Jumping into a human consciousness is really where the artwork, color palette and innovation pick up. These are just big enough to enjoy collectible gathering and power experimentation, then have focused objectives to get done in order to progress the story. Without digging into spoilers, I’d like to highlight two of these mental environments to prove what makes this game so special.

As mentioned before, a woman named Forsythe is temporarily leading the Psychonauts while Zanotto is recovering. She’s also the intern coordinator, so Raz has to start his bureau education within her mental classroom. The other leaders are setting up a big casino mission, which Forsythe forbids any interns from joining. These savvy kids get the idea to, quite literally, “change her mind” by urging Raz to use Mental Connection. The player ends up tricking her into associating risk with success. Now she wants to gamble with the agency’s finances.

Forsythe was a medical professional before joining the Psychonauts, so her mental space starts as a run-of-the-mill hospital. Through collectibles, Raz learns that her mentor stole her seminal work. Once Raz changes her mind, her worldview shifts to a hospital casino hybrid where neon signs and bright lights take the place of a traditional sterilized look. The player has to unlock a high roller suite by figuring out puzzles and fighting their way through her psyche, which will stop her from gambling everything away. A roulette wheel accompanies the maternity ward. “Pillenko” is a pachislot machine with a pharmacy twist.

It’s an exceptional aesthetic with only a tinge of dark humor. Like when a snarky playing card says to Raz: “Sorry, I don’t talk to jokers.” The scenario also presents a myriad of questions: Is it smart to convince people to change their minds? What are the consequences? Will that impact who they are? Forever?

Separately, my favorite mind palace is called PSI King’s Sensorium. It’s a sensory overload of color and sensation set amidst the psychedelic backdrop of a music festival. It’s fully color-shaded, even Raz himself looks different. A truly bursting rainbow of shades and sounds galore. During the associated mission, the player has to work with a ball of light to set up an epic concert. A Feast of the Senses.

Problem is, the band and instruments are all missing. Each member represents one of the five senses, so the player drives a hippy van around an over-world map looking for the missing mates. At one point, the ball of light says some characters “like to get high.” Raz points to a mountaintop. “Oh you mean they go way up there?” And there’s long lines of people waiting for food in the world where the nose band member is located. Tongue-in-cheek references like this abound in Psychonauts 2, tickling the funny bone.

There’s mechanical and symbolic significance here amidst all this natural (and potentially chemical) beauty. First it’s the introduction of the Time Bubble power, representing how people should slow down and enjoy their surroundings. PSI King also suffers from Panic Attacks that manifest as especially brutal enemies. These ugly creatures are super fast, disorienting and downright ugly. And, of course, the culmination of Raz’s effort during this sequence has massive story implications. Part of the payoff is hearing the game’s best song.

For those that have played Psychonauts, PSI King’s Sensorium is definitely the Milkman Conspiracy of the sequel. Both of these minds show Double Fine’s genius, melding extraordinary location design with relevant themes, artwork and gameplay. This blissful concoction couldn’t happen anywhere except video games.

Psychonauts 2 occupies this open space in the industry as a fantastic action platformer not based on a furry mascot, cartoon character or Italian plumber. Its content is much more nuanced than standard adventure games, its environments more daring and jokes hit that much harder.

Now, I have to address combat. The best way to describe it is serviceable, leaning towards solid. It’s certainly not the game’s strongest aspect, more a means to an end than a great time in the moment. Raz uses a psychic hand to slap enemies around, which can be upgraded for further combos or beefed up damage. There’s the PSI Blast ranged attack, perfect for defeating aerial opponents. That also has boosts to create additional projectiles or reduce cooldown. The player can dodge out of the way, even counter attack, though I found this whole process slightly slower than I’d like.

Then his other powers come into play, such as tethering with Mental Connection or burning an area with Pyrokinesis. The latter is a specialty of mine because it causes enemies to break off their current path and run around on fire. Problem is that hit feedback and damage indication are weak, plus the melee moves in particular lack a certain oomph present in better action games. I didn’t mind fighting, though at a certain point in the story I started to avoid conflict when in free roam spots.

Boss fights are far superior to individual combat encounters with fodder enemies. These were always surprising and had mechanics specific to a given area. One would require flinging objects at certain targets with Telekinesis, another asked the player to grapple around the arena in order to output damage. A couple were anticlimactic in the end. Which happens when there are this many, I suppose.

On the mechanical side, a key aspect to balance out platforming and combat is the inclusion of puzzles. They mainly integrate with movement to manifest in environmental puzzles, requiring the player to pilot Raz around areas to complete mini-goals before progressing. Connection thought clouds within a subject’s mind is a popular one. Back in PSI King’s Sensorium, connecting spotlights to prisms in order to make rainbow bridges. Another mind has the player riding a bowling ball around ramps and overpasses. There’s even an entire cooking competition sequence during which Raz is prepping the correct ingredients while being timed, hoping to craft that perfect dish.

Its smart combination of spacial and traditional puzzles are essential to making Psychonauts 2 so effective, many of them reflecting the current hardships or confusion within someone’s brain. It’s less about patching up issues and more about understanding. Winning little battles, then trying to at least continue on after conceding that solving doesn’t necessarily mean fixing.

Beyond its overall presentation technique, Easter Eggs and callbacks are icing on the cake. Which makes sense. The game is set mere days after the last one, as agents make sure characters such as Coach Oleander (a protagonist previously) and Dr. Loboto know when claiming they are changed people. Similar to something like Waterloo World in Psychonauts, there are over-worlds within certain mental spaces that connect to individual levels. The fast travel friend Oatmeal aka “Little Buddy” is present as well.

For those games that offer it, progression is an increasingly important system because it’s a primary reward loop. Good games are rewarding. The best ones respect a player’s time commitment. This is one area where Psychonauts is traditionally cumbersome, which is still the case in the sequel. Even more so with the introduction of a Pin customization system.

Overall, Raz has a Rank. This isn’t increased by experience points. Rather, it can move up a few different ways. The easiest is to collect 100 Figments or what’s called a PSI Challenge Marker, the latter of which is more hidden in harder-to-reach places. Each of those earns a single rank. The other way is by using a vending machine to combine two different items together: Nine PSI Cards, another collectible that’s easier to find, with one PSI Core that can be purchased with currency. That process creates a PSI Challenge Marker, which again bumps up the rank. Got all that?

I understand the desire to make collecting items meaningful. It’s just the whole combining process isn’t intuitive or streamlined. When the game has to constantly remind the player how to rank up, that tells me there’s one too many steps involved.

Then there’s Intern Credits used to upgrade individual PSI Powers. These are earned by completing tasks, ranking up or snagging certain items across the world. A very useful system that allows four powerful upgrades for each power. I maximized Levitation in order to vary my movement capabilities plus Pyrokinesis because, well, fire is always useful!

Adding even more complexity, flexibility and even pizazz are what’s called Pins, personalized options purchased strictly via collected Psitanium nuggets. Raz can have three equipped at any time. They are haphazardly categorized, a messy presentation that screams it was good in theory though thrown together in execution. The pins themselves are quite fun and malleable. It’s a smorgasbord of different choices. Some are cosmetic, like a classic dance for Raz’s idle animation. Many are practical including a ground pound for Levitation or gaining Mental Energy when grappling. Then there’s those that completely change how the game plays. Glass Cannon increases both incoming and outgoing damage. Time Warp makes a Time Bubble speed up instead of slow down.

There’s even a pin to gain the ability to pet animals. Why that isn’t on by default, I’ll never know!

This is all coordinated by agent Otto Mentallis, master engineer and gadget guy. He’s the brains of the team when it comes to tinkering and experimenting with mechanical objects. His Otto Matic vending machine sells all of these cores, items and pins. He even lets Raz borrow two gadgets: Thought Tuner offers access to new areas by finding “stray thought” grapple points. Otto-Shot Camera is a basic, effective photo mode. His lab also has a nice touch with the Hall of Brains, showing off the title’s myriad of financial backers. Like one big brain gumball machine, another perfect choice in any number of presentation decisions by Double Fine.

Looking at other options, namely those of the quality of life and accessibility variety, the studio thankfully puts a focus on these features. There’s a suggested control scheme that can be fully customized. A number of assist features from subtitle size, text clarity, colorblind considerations, no fall damage, invincibility and narrative combat mode which makes the player super powerful when fighting. There’s a content warning and mental health disclaimer after booting it up. Similar to the original, the Collective Unconscious allows access to prior mental locations then there’s a fast travel mechanic whether in big open spaces or within minds when revisiting them. You can tell Double Fine cares about its players, no matter their abilities.

Performance is consistent on current generation, noting that I played on Xbox Series X. Based on a chart shared by Double Fine ahead of launch, older consoles will run at 30 frames-per-second. Loading time is impressively fast which helps a ton during travel and post-game. It’s the type of game that lets its art and color carry it visually as opposed to outright resolution. Both high dynamic range (HDR) and variable refresh rate (VRR) are available on Xbox Series X|S while PlayStation 5 doesn’t offer these more advanced options. I’d say it will look and run well enough even last generation for most players other than the most picky, which probably have the new boxes or a gaming PC already.

I’d be remiss not to mention its soundtrack, full of jazzy tunes, punk anthems, background beats and even rock operas. The music is highlighted by Jack Black’s incredible psychedelic power ballad shown in a 2020 trailer here. There’s also expert use of sound effects, changing the sound of walking on different surfaces, blaring casino machines, bouncy boings as Raz levitates around plus squishy noises when poking throughout a brain world. Yet another example of the heightened attention to detail, this time on the sound engineering side.

Because it’s a character story, there’s a notable quality in its voice acting prowess. Richard Steven Horvitz shines as Raz. Nick Jameson doubles as Oleander and Loboto. Roger Craig Smith, Yuri Lowenthal and even Elijah Wood were recruited for select roles. Then of course, a Double Fine favorite, Jack Black himself makes his presence felt. This is a small sampling of the talented actors that make dialogue so engaging and deliver on the writing team’s intended humor.

I did have reservations about certain choices from Double Fine, as much as I adored the whole package of Psychonauts 2. Many might be considered nitpicks. There’s random two-dimensional platforming segments that seem to be there more for visual flare than mechanical enjoyment. This 2D angle pops up in a couple different minds, I could take it or leave it mainly because the mechanics are much more limited than anywhere else making Raz feel notably heavy.

While it offers certain features, I think it could do even more from both a cosmetic and game mode standpoint. There’s so much the team could do with outfits and areas. The player can pick which color ball is under Raz as he levitates, but can’t choose his look! There’s an Aquato circus area that’s way underutilized. It’s ripe for time trials, acrobatic challenges or even survival modes. I see big upside for an expansion even, especially adding new spots based on different people’s minds.

The game walks a fine line between helpful and distracting when it comes to text pop-ups and reminders. I counted a few times where two or three overlays littered the user interface, which was unexpected from a game this sleek. I know it’s trying to convey helpful information. This just isn’t as welcome in the middle of a tricky platforming section.

It’s hard not to stop everywhere and admire what the designers crammed into these locales. Design decisions like these make its world simultaneously bizarre and uniquely endearing. Double Fine can play with so much using these settings that blend the real with imaginary worlds.

Many games claim it, yet few of them succeed: There really is no experience quite like Psychonauts 2 out there. A masterful and refined sequel that builds on the original’s formula, it’s expanded to include an even richer cast of characters and the amazing areas within their respective minds. There’s not many complaints throughout and a whole lot of laughs until the end.

What surprised me most is where its story went, how well it includes so many special characters then comments on mental health without being heavy-handed. There are twists. Serious revelations. I felt for characters, especially when others try to make decisions for them. It’s a genuine, even if somewhat convoluted, narrative about family, relationships, what people do to try to help one another, the consequences of choice and how everyone has their own inner demons.

Psychonauts 2 occupies this open space in the industry as a fantastic action platformer not based on a furry mascot, cartoon character or Italian plumber. Its content is much more nuanced than standard adventure games, its environments more daring and jokes hit that much harder.

World detail is magnificent. Even when visiting places multiple times, which can be done during the campaign or end-game clean-up. In fact, I’d highly recommend sticking around after the finale because things change in reaction to what’s happened. Even after around 25 hours deep into my play-thru when I hit the ending, I didn’t want to stop playing. After the credits rolled I jumped back into levels multiple times, surprised to see they had changed and reacted to the state of its world.

Double Fine are masters of their craft, this is exactly where they should be and I’m thankful for it. They specialize in dual meaning, character modelling, hybrid themes and exceptional references. It’s easy to miss how much they pack into these areas which makes it that much more pleasing to revisit them. I adore so much about Psychonauts 2 that I’ll probably keep exploring well after this review, which is a testament to the high level of talent on display and the superb polish that makes this game shine.

Title: Psychonauts 2

Release Date: August 25th, 2021

Developer: Double Fine Productions

Publisher: Xbox Game Studios

Platforms: PlayStation 4, PlayStation 5 (Backwards Compatible), Xbox Series X|S, Xbox One. Xbox Game Pass (Cloud, Console & PC). PC.

Recommendation: 100% recommended. An amazing modern adventure game boasting plenty of charm, a bit of darkness and wacky locations to explore. It keeps players entertained as they traverse through various minds to uncover mysteries surrounding the agency’s history, its enemies and Raz’s family dynamic. Essential playing as one of the best 3D platformers in the last couple generations.

Sources: Double Fine Productions Media Kit, Microsoft, Screenshots via Xbox Series X.

Disclaimer: Review code provided courtesy of Microsoft/Xbox for coverage ahead of launch.

-Dom