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Psychonauts 2
Psychonauts 2
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Psychonauts 2
Key artwork by Nathan Stapley
DeveloperDouble Fine
PublisherXbox Game Studios
DirectorTim Schafer
Producers
  • Andy Alamano
  • Gavin Carter
  • Naoko Takamoto
Designers
  • Seth Marinello
  • Zak McClendon
ProgrammerKee Chi
ArtistLisette Titre-Montgomery
WriterTim Schafer
ComposerPeter McConnell
SeriesPsychonauts
EngineUnreal Engine 4
Platforms
Release
  • PS4, Windows, Xbox One, Xbox Series X/S
  • August 25, 2021
  • Linux, macOS
  • May 24, 2022
GenrePlatform
ModeSingle-player

Psychonauts 2 is a 2021 platform game developed by Double Fine and published by Xbox Game Studios. The game was announced at The Game Awards 2015 ceremony, and released on August 25, 2021 for PlayStation 4, Windows, Xbox One and Xbox Series X/S, and on May 24, 2022 for Linux and macOS.

Like the game's predecessor, the player controls Raz, a young acrobat who is training to become a Psychonaut, a member of an international task force that uses their psychic abilities to stop those that perform nefarious deeds with their own psychic forces. Within Psychonauts 2, which directly follows the events of the interstitial virtual reality game, Psychonauts in the Rhombus of Ruin, the Psychonauts try to learn who was really behind the capture of their leader, unveiling a deep mystery surrounding the organization's founding and Raz's family history. To uncover the mystery, Raz enters the mindscapes of various characters to discover clues. Within these mindscapes, Raz can perform a variety of new and returning psychic abilities that allow him to maneuver through their often-twisted minds and battle the mental creatures they produce.

The original Psychonauts, released in 2005, was met with critical praise, but failed to sell well and was considered a commercial failure for several years after its first release. Double Fine and game director Tim Schafer had expressed the desire to create a sequel to Psychonauts, but the financial demand of developing the game stalled any serious attempt for several years. Double Fine regained the intellectual property to Psychonauts from Majesco Entertainment in 2011, allowing them to rerelease the game on modern platforms, which saw strong sales and increased demand from players for a sequel. Double Fine sought to acquire part of its financial capital to fund the developments of Psychonauts 2 through a US$3.3 million crowd-funding and investment drive through Fig, launched simultaneously with the game's announcement. The campaign raised nearly $4 million by the beginning of 2016. While Psychonauts 2 was initially to be published by Starbreeze Studios under a publishing-only deal, Starbreeze fell into bankruptcy in 2018. By 2019, Microsoft acquired Double Fine as part of Xbox Games Studios as well as securing the publishing rights from Starbreeze. This acquisition allowed Double Fine to complete the game as envisioned, rather than dropping the planned content.

Upon release, Psychonauts 2 received generally positive reviews from critics, with many feeling it lived up to the quality of its predecessor. Praise was directed at its platforming, level design, visuals, writing, and tone, while criticism fell on aspects of the gameplay and the boss battles.

Gameplay

[edit]
An image from one of the game's levels, Hospital Parking Lot, Hollis' Mind, where Raz uses telekinesis to throw an object at an enemy.
Raz's powers and combat moves are used to defeat enemies. Depicted, telekinesis is used to throw an object at an enemy.

Psychonauts 2 is a single player platform game played in a third-person view. The player controls Razputin "Raz" Aquato, a ten-year-old child runaway of a circus acrobat family,[1] who possesses powerful psychic abilities that allow him to delve into the minds of others. Raz is a new graduate of the Psychonauts, an agency of psychic spies. His acrobatic skills are used to deftly navigate environments in the game; he can run, jump, scale walls and platforms, and slide along rails, but cannot swim due to a family curse.[2] Raz hones his abilities into an array of psychic powers that allow him to use pyrokinesis, levitation, telekenesis and so on.[3] Several powers return from the original game, with additions such as Mental Connection, which Raz uses to tether between floating points.[2] Up to four powers can be assigned at once, and are swapped out via a pop-up interface.[3]

Each of the game's levels exist in their respective character's consciousness. Levels often require completion of a goal to resolve the character's psychological issues. Environmental design in each level gives insight into the character's life experience and mental state.[2][4] In one level, Raz enters the mind of a character crippled by alcoholism. The level design alludes to the character's struggles, with beer bottles used as set pieces.[5][6] Another character develops a gambling addiction; their level is set in a warped casino-hospital amalgam.[a] Combat foes in the levels are typically personifications of mental phenomena. Censors attack Raz with stamps, flying Regrets drop weights, and Enablers buff other enemies' health and attacks.[3][6][7] In fights, Raz combines his abilities with melee attacks and dodges.[2] When Raz falls through a level or depletes his health, he respawns at a checkpoint.[8] Several levels culminate in a boss battle.[2]

Raz using levitation to traverse the Quarry

When not progressing the story, Raz can explore the four distinct hubs of a large overworld. He begins in the Motherlobe, a corporate building used as the Psychonauts' headquarters. Later, he can explore the surrounding areas: an open Quarry, the wooded Questionable Area? and the Green Needle Gulch swampland.[3][6] Raz can interact with many of the world's characters, and complete side activities and scavenger hunts.[3] Completed levels may be revisited.[8] Across the levels and hubs, Raz amasses several collectible items, such as Figments, Memory Vaults and Nuggets of Wisdom.[b] Some items, such as PSI Cards, increase Raz's rank and unlock ability upgrades.[2] In-game currency can be spent on Pins, which provide passive gameplay effects such as health kits, and other items.[8]

Synopsis

[edit]

Setting

[edit]

Psychonauts 2 is set in a fictional, alternate world in which psychic powers exist thanks to the fictional element Psitanium - a substance brought to the planet by several meteors. The Psychonauts are an international espionage agency focused on psychic peacekeeping, scientific research of the human mind, and the development of psychic-based technologies.

Razputin "Raz" Aquato

In Psychonauts, the player-character Razputin "Raz" Aquato is a young acrobat fascinated by the Psychonauts, but shunned by his family who fear his psychic abilities. He runs away and infiltrates Whispering Rock summer camp, a training facility for young Psychonaut recruits. While there, he helps to foil a plan by the demented Dr. Loboto and misguided Coach Oleander to steal the brains of his fellow campers and the Psychonaut agents Sasha Nein and Milla Vodello, while befriending Psychonauts founder Ford Cruller and Lili Zanotto, the daughter of the Grand Head of the Psychonauts, Truman Zanotto. Raz's father, Augustus, comes to accept Raz's goal of being a Psychonaut, revealing his own weak psychic abilities. Psychonauts in the Rhombus of Ruin follows immediately from the end of Psychonauts, where Raz joins Sasha, Milla, Coach and Lili to rescue Truman from being captured by Dr. Loboto.

Characters

[edit]

In addition to returning characters from the previous games, Psychonauts 2 introduces the other founding members of the Psychonauts alongside Ford Cruller, known as the Psychic Six: Otto Mentallis, chief inventor who assists Nein and provides new psychic equipment; Compton Boole, who pioneered telepathy with animals; Bob Zanotto, uncle to Truman Zanotto and capable of communicating with plant life; Helmut Fullbear, Bob's husband and a psychic actor whose body was lost and his brain was kept in a jar for over 20 years, making him lose his five senses; and Cassie O'Pia, an author of the self-help book "Mindswarm" who is lost in a multiple personality disorder.

Additional Psychonauts staff at their headquarters, the Motherlobe, include Hollis Forsythe, Second Head of the Psychonauts, Nick Johnsmith, the only non-psychic member of the Psychonauts who works in the mailroom section, and a group of interns training to become agents. These interns include Samantha "Sam" Boole, elder sister of Dogen and granddaughter to Compton who can communicate with animals like her family; Adam Gette, the African-British keeper of the Psychonauts' history board who telekinetically powers yo-yos as a weapon; Morris Martinez, a radio aficionado who travels around via levitating wheelchair; Gisu Nerumen, an engineering ward to Otto and levitating skateboarder; Norma Natividad, a shrewd manipulator and talented pyrokinetic; and Lizzie Natividad, Norma's cryokinetic and moody younger sister.

Raz's family beyond Augustus are also introduced, including Augustus' wife and Raz's mother Donatella, older siblings Dion and Frazie, younger siblings Mirtala and Queepie, and their Nona, mother to Augustus.

Plot

[edit]

After capturing Loboto and recovering Truman's comatose body, Raz joins the other Psychonauts inside Loboto's mind to learn his co-conspirator's identity, but they find his psyche secured against their efforts. However, Raz sees a vision of a woman whom Sasha identifies as Maligula, a cruel hydrokinetic who flooded and destroyed the nation of Grulovia's capital. Maligula was believed killed by the Psychic Six, but her followers, the Deluginists, have looked to necromancy to resurrect her. The senior agents suspect a double agent within the Psychonauts aided Loboto in kidnapping Truman.

At the Motherlobe, Hollis assigns Raz to work as an intern in the mail room under Nick. Raz finds Nick's brainless body and a key to a room at the Lady Luctopus Casino. During a training exercise, Raz uses his powers to convince Hollis to bring the interns on the mission. However, he brings out Hollis's latent gambling addiction and is forced to undo this to get the mission back on track. Inside the room, Raz finds evidence of the Deluginists and a slip of paper indicating Lili as the double agent.

Raz shows Lili the paper he found, but she refuses to believe it and runs off. To Raz's surprise, Truman reveals he is faking his coma and urges Raz to bring Ford Cruller to the Motherlobe and reconstitute his split personalities, as he holds the secret behind Maligula. Raz does so, along the way helping the other Psychic Six members with their mental traumas that developed after their fight with Maligula. Once Ford is whole, he explains that Maligula is actually Lucrecia "Lucy" Mux, the previously-unknown seventh member of the Psychic Six, (once known as the "Psychic Seven") and Raz's grandaunt, who was in a romantic relationship with Ford. Lucy returned to Grulovia to quell an uprising, but under its leader Gzar Theodore Malik's abusive treatment, Lucy created the Maligula personality as a fight-or-flight response. However, Maligula went out of control and flooded the country, killing peaceful protestors and forcing the Gzar and his family into exile. The Psychic Six defeated Maligula, but Ford secretly spared her life and used one of Otto's inventions, the Astralathe, a device that makes permanent alterations to the mind, to bury the Maligula personality deep inside Lucy's mind and make her believe she was Marona "Nona" Aquato, who died during the flooding. Ford also altered Marona's son Augustus' memories to accept Lucrecia as his mother. Finally, Ford used the Astralathe to split his own mind to forget about Lucy as he mourns for her. Raz, horrified by the revelation, runs off to warn his family, but Ford warns that the family's memories will unravel and they might attack her, triggering the Maligula personality in the process.

Ford and Raz find Nona in the nearby Green Needle Gulch, home of the Psychic Six, where the Astralathe is kept, as Nona shows signs of remembering her time as Lucy. Ford determines that with the Psychic Six's help, they can use the Astralathe to create a further hole in Nona's mind to banish the Maligula personality permanently. Within Nona's mind, they learn that she had been already recalling elements of Lucy, and was the one to convince Raz to go to Whispering Rock in her subconscious as an indirect means to call for the Psychonauts' help. As Ford and Raz prepare to banish Maligula, Raz is suddenly removed from Nona's mind by Truman, who was called by suspicious intern Norma. Finding Truman's actions suspicious, Raz and Lili enter his mind and discover his brain is actually that of Nick, who reveals to be Gristol Malik, Gzar Theodore's son. Gristol posed as Nick to infiltrate the Psychonauts and get revenge for his family's downfall. He instituted a plan to have Loboto replace Truman's brain with his, using Truman's position to revive Maligula, destroy the Psychonauts, and remake Grulovia.

The other Psychonauts arrive too late to prevent Maligula's reawakening. Torn by the confusion, Maligula lashes out and attacks the area, forming a storm that swarms Green Needle Gulch. Raz, Lili, and Norma are the only ones lucky enough to escape. As Lili leaves to find Truman's brain, Raz races back to his family, now aware of the truth, who assist Raz in reaching Maligula with an advanced acrobat technique and entering her mind. Raz battles the Maligula personality with the other interns, summoned by Norma, weakening her until Nona can emerge. She and Raz combine their powers to seal Maligula into the depths created by the Astralathe. In the aftermath, Nona is pardoned and reconnects with Ford, Truman's brain is restored, Gristol is imprisoned for therapy, Loboto escapes to retrieve his child from Whispering Rock, and Raz and the interns graduate to become junior agents.

Development

[edit]

Background

[edit]

Double Fine's first title as a studio was Psychonauts, released in 2005. The title was considered a commercial failure, but was highly praised by critics for its characters and writing and gained a cult following. In the years following its release, fans and game journalists urged Tim Schafer, CEO of Double Fine and principal creative lead on the game, to develop a sequel to the title.[9][10]

Schafer had expressed interest in working on the Psychonauts franchise again, with the company having envisioned larger story arcs for the game's characters over the course of its development.[11][12] The development of the sequel would require a publisher that was interested in the game, and Double Fine approached publishers with the idea; Schafer said that in these pitches, he pointed out the large number of both legitimate sales through digital distribution and through the illegitimate means of software piracy.[11][13]

After Double Fine's success with the concurrent development and publishing of several smaller games, such as Costume Quest and Iron Brigade, Schafer felt more comfortable about embarking on a sequel, knowing that it need not obstruct the creation of any newer properties.[14] Despite this, the publishers continued to turn down the idea. Some called the concept too creative or too obscure, according to Schafer.[11] For others, with whom Schafer said he had good relations, the deals they offered did not fit with the scale Double Fine had planned for the game.[15]

In February 2012, Markus Persson, at the time the owner of Mojang, made a public offer to fund a sequel to Schafer through Twitter.[16] Later that day, a company representative for Double Fine stated that Persson and Schafer were discussing the possibility, without further affirmation.[17] Persson noted that the anticipated costs that Double Fine would need would be an estimated $18 million, far exceeding what was initially expected to fund and cautioned fans to avoid hyping the funding possibility.[18] Persson and Schafer met at the Game Developers Conference in March 2012; no definitive plans were made for funding a sequel, however.[19] In February 2013, Persson officially stated that he was no longer directly trying to fund the sequel, commenting that he did not "have the time at the moment to even try to get educated enough to make an 18 million dollar deal", though would be open to the idea at a later time after he left game development; Persson did note other potential investors have stepped forward to help any such effort.[20]

Announcement and fundraising

[edit]

At the 2015 Game Awards, Schafer announced Double Fine's plans to work on Psychonauts 2 using a crowdfunding campaign through Fig. The company sought $3.3 million in funding for the game, which represented approximately one-third of the planned development costs, and would augment money being put in by Double Fine and a third-party investor. Schafer noted that while the amount was the same that they had raised for their Broken Age Kickstarter, which by the time of its release had significantly overrun its budget, he felt the studio was in a better position to manage the costs and processes necessary to deliver Psychonauts 2 on schedule.[21] Schafer noted that this funding approach — bringing in money from multiple investors instead of from a single publisher — is similar to the approach taken by the movie industry, and further, that the use of crowdfunding can alleviate some of the traditional risks associated with investment, being an effective means of proving public interest in a title.[15]

Mere days after the announcement of the Psychonauts 2 campaign, Double Fine announced the development of Psychonauts in the Rhombus of Ruin, a publisher-funded virtual reality game for the PlayStation VR. The game is a smaller standalone chapter that serves as a bridge between the original game and its sequel, featuring Raz and the other psychonauts rescuing Truman Zanotto, tying into the conclusion of Psychonauts.[22]

During the campaign, Schafer confirmed that in addition to voice actors, several team members who worked on the original game would return for the sequel, including Erik Wolpaw as writer, Peter Chan and Scott Campbell as artists, and Peter McConnell as the composer.[23] 2 Player Productions, a video production company who had previously worked with Double Fine to document the development of Broken Age, would be similarly documenting the creation of Psychonauts 2.[24] Double Fine planned to use Unreal Engine 4 to develop the sequel, allowing them to save time and money that would otherwise be spent developing a custom game engine, as they had done in the past.[25]

The campaign reached its target funding goal with five days left in its 38-day campaign.[26] Upon completion, a total of $3,829,024 had been raised from 24,109 backers, with about $1,874,000 (48%) coming from those who opted to invest in the game compared to those who chose the more traditional reward-based options.[27] Some of this funding was tied up in process with the Security and Exchange Commission to authorize Fig's use of unaccredited investors; Fig during this time covered Double Fine's development costs from their own capital. The matter was resolved by September 2016, assuring Double Fine will receive the amount funded or invested.[28]

In February 2016, Zak McClendon, who had previously worked as design director at 2K Marin and Harmonix announced he had been hired as lead designer for Psychonauts 2.[29]

In February 2017, it was announced that Starbreeze Studios had invested $8 million to help digitally publish the game across all platforms. They would recoup the investment by gaining 85% of the profit on sales, after the Fig investors are accounted for, until it is recovered, and then take 60% beyond that. The investment only affected the distribution, as Double Fine retains all control on the intellectual property and the development process.[30]

Double Fine had originally planned on a 2018 release for the title, but announced in December 2017 that with the game in full development and their planned roadmap towards release completed, they did not expect to release the game until at least 2019.[31] Double Fine premiered the game's first full trailer at The Game Awards 2018 in December 2018. Psychonauts 2 was in alpha at this time.[32]

By June 2019 Double Fine had been acquired by Microsoft as part of Xbox Game Studios. Microsoft purchased the publishing rights for the game from Starbreeze for $13.2 million. Despite the sale, Double Fine stated that Psychonauts 2 would still be released on all previously announced platforms (not being exclusive to Microsoft platforms).[33][34] The Microsoft acquisition allowed Double Fine to pay back the Fig investors earlier at a 139% return and increasing subsequent revenue-based return on investments from 70 to 85%.[35] Schafer said in a 2020 interview that prior to Microsoft's acquisition, they were at a point that they cut the boss fights out of the game due to lack of funds, but were able to re-add them afterward.[36]

Release

[edit]

In July 2019, Double Fine announced that they had delayed the game's release until 2020, wanting to make sure they make the game as good as players are expecting.[37] Double Fine announced in July 2020 that the game was further delayed to 2021, which will allow for an Xbox Series X-optimized version to be released as well.[38] A release date for the game was officially announced at E3 2021.[39] Double Fine announced on Twitter that the game had gone gold on August 6, 2021.[40] On August 23, 2021, Double Fine revealed that the macOS and Linux versions had been delayed to an unannounced future date.[41] Both versions were eventually released on May 24, 2022.[42]

Double Fine, along with 2 Player Productions, documented the development of Psychonauts 2, and released a documentary, Double Fine PsychOdyssey, for free on YouTube in February 2023.[43]

Voice cast

[edit]

Most of the game's original voice actors from Psychonauts returned to voice their characters, notably Richard Horvitz and Nikki Rapp as the voices of Raz and Lili respectively.[23] New to Psychonauts 2 includes Jack Black, who has worked on previous Double Fine games, as Helmut Fullbear, and Elijah Wood, who also had provided voicework with Black in Broken Age, as Nick Johnsmith.[44] As an easter egg casting, Rikki Simons voices the embodiment of one of Raz's powers; Horvitz and Simons had previously voiced the characters Zim and Gir in the animated show Invader Zim.[45] Kimberly Brooks, who voiced Hollis Forsythe, won a BAFTA Award for Performer in a Supporting Role for her work on Psychonauts 2.[46]

Reception

[edit]

Game critics considered Psychonauts 2 a successful sequel worthy of its long wait.[7][52][53][54][55] Reviews for most platforms were "generally favorable" according to review aggregator Metacritic,[47][48][50] while the Xbox One version received "universal acclaim".[49] The story and character writing was praised for its depth, humor and treatment of serious themes with finesse.[7][55][56][57] Further, the examination of mental health issues was praised for its warmth and sensitivity.[52][53][54][55]

The art style of Psychonauts 2 received wide acclaim.

Creativity in level design and the colorful art style were widely applauded.[3][8][52][58] Criticisms were leveled at the combat,[8][53][54][56] boss fights[3][5][7][59] and upgrade systems.[1][5][6][60] Pure Xbox considered the game one of 2021's best and among the "greatest sequels ever made".[54] Ars Technica called it a strong Game of the Year contender and "one of the best video games [they had] ever played".[56] GamesRadar and The Guardian considered it a standout in the platforming genre,[1][5] while The Daily Telegraph called the game a "straight-up classic".[57] GameSpot felt the game was an "astonishing achievement" and Double Fine's magnum opus.[3]

Wide praise was given to the narrative's quality. Its interspersion of sharp, witty humor with well-paced story beats and a delicate treatment of complex themes resonated with multiple critics.[7][55][56][57] Ars Technica felt the writing "shines in every dimension".[56] Gaming Bolt lauded the writing's charm and humor despite its heavier subtext.[53] Polygon and Telegraph noted greater maturity in the game's themes over its predecessor;[55][57] the former praised the handling of thematic complexities with "empathy and responsibility".[55] Eurogamer highlighted the exploration of consequence and the ethics of invading one's psyche without informed consent.[6] Reviewers noted this quandary manifested in an early level where Raz recklessly alters Hollis' psyche and must reconcile with the repercussions.[3][6][8][54] Gaming Bolt considered Raz a strong lead character written with depth and relatability.[53] The eclectic supporting cast was acclaimed by IGN as a testament to the strong writing.[8] Horvitz and Black were considered by Video Games Chronicle (VGC) the standouts of a strong cast.[59] Ars Technica called the performances wholly "pitch-perfect".[56] Kotaku highlighted the cast's varied idiosyncrasies, supported by strong writing and performance.[60] Hardcore Gamer lamented the interns' relegation to supporting roles in the wider narrative after a strong introduction and faulted the final act's pacing.[58]

The narrative's capacity to harmonize its treatment of mental health issues with warmth, humor and sensitivity was applauded.[53][55][56][57] Game Informer praised the artistic framing of mental health[52] and Pure Xbox considered it the game's "most incredible achievement".[54] The Guardian felt the portrayal was imperfect yet unpredictable.[1] Gaming Bolt noted the pairing of "weighty themes" with humor and levity worked as the lightheartedness avoided irreverence.[53] A balance between "caricature and empathy" was achieved, in Eurogamer's view, with the thematic portrayal simultaneously playful and sophisticated.[6] Hardcore Gamer found the game able to explore its themes with greater substance than its predecessor.[58] The themes, in VGC's assessment, were handled with "immense care" and eschewed cliché.[59] Kotaku noted the examination of the human condition and its "challenging, painful, wonderful complexity".[60] A positive and hopeful message amid the thematic gravitas was noted by Gaming Bolt.[53] Ars Technica and Kotaku praised the humanization of the secondary antagonist Gristol Malik. The former cited ambiguity in "where villainy lives",[56] and the latter found empathy in the depiction of Malik's turmoil.[60] Polygon panned the late-game allegory of the "tragic eastern European state" as beholden to antiquated tropes.[55]

A screenshot from one of the game's levels, featuring brightly-colored, psychedelic art design.
The game's art and level design were both widely acclaimed.

The vibrant color palette and originality of the art and level design was acclaimed. Design and presentation descriptors ranged from "creative"[8][53][59][60] and "imaginative"[1][5][52][58] to "colorful"[3][52][54][58] and "inventive".[5][55][59] Stylistic influences cited by critics included the works of Tim Burton,[54][61] Terry Gilliam,[59] Sigmund Freud[55] and Pixar.[54] Game Informer lauded the aesthetics[52] and Pure Xbox called the architecture and character models "beautifully designed".[54] Stylistic distinction between the different levels was noted by Guardian,[1] Kotaku[60] and Polygon.[55] The design was considered "abstract" and "absurdist" by GamesRadar.[5] Telegraph and Ars Technica welcomed the atypical level environments, which subverted expectations by avoiding stock ice, lava and desert themes.[56][57] Environmental storytelling was noted by reviewers to enrich story and character development.[3][8][53][56] GameSpot observed that each level's art design reflected its respective character's mental disposition.[3] Telegraph described the shifting story and gameplay elements as "delightfully disorientating".[57] VGC posited that the levels would dominate a list of the all-time best in platform gaming.[59] Game Informer observed occasional bygone textures,[52] and IGN noted stiff facial animations and slight repetition in the level structure.[8] While praising their creativity, Hardcore Gamer and EGM felt none of the levels eclipsed the original game's; both cited the acclaimed "Milkman Conspiracy" level among others.[7][58] The music score was revered as "top-notch",[8] "exuberant"[3] and "incredible".[58] The frequent musical motifs were noted by GameSpot to add cohesiveness between the different areas.[3] Game Informer and Gaming Bolt found the music enhancive to each level's presentation.[52][53] The cooking show level's soundtrack was highlighted by Eurogamer as some of the game's best music.[6]

Some reviewers considered combat a notable weakness amid stronger elements.[8][53][54][56][59] Others observed successful innovation on the original's combat.[3][7][60] Negative gameplay descriptors ranged from "dated"[59] and "fiddly"[1] to "clunky".[8][53] The limitation of having a maximum four abilities equipped at once was a common complaint. As foes were dispatched with different abilities, critics found the constant need to switch abilities disruptive to flow.[7][8][52][57][59] Telegraph wrote the game lacks Ratchet and Clank's "pixel perfect precision" in character movement.[57] Ars Technica felt overlong attack animations impeded fluidity.[56] Gaming Bolt and Pure Xbox felt Raz's attacks lacked heft.[53][54] The combat's intensity and pacing were praised by Hardcore Gamer.[58] Kotaku likened combat scenarios to "mini-puzzles", solvable only with command of Raz's abilities.[60] They felt constant ability swapping aided immersion and described gameplay as "responsive and smooth".[60] Some critics felt the original's poor controls were largely corrected, with greater command of Raz's acrobatics.[3][56][60] Electronic Gaming Monthly (EGM) said platforming achieved a "level of polish that feels modern", but that combat was merely functional.[7] Ars Technica occasionally misjudged jumps and impassable ledges.[56] Jump distance issues were broached by Game Informer and IGN as well, though both considered the gameplay largely satisfactory.[8][52] Some boss fights disappointed GameSpot as repetitive strategies became a monotony;[3] EGM felt the fights amplified combat problems, and that the tedium of waiting out attack patterns exemplified the underlying design's age.[7] Unavoidable attacks and sparse battle checkpoints frustrated VGC.[59] Design creativity in the other gameplay elements was not, according to GamesRadar, recaptured in the boss fights,[5] and Eurogamer felt "rickety execution" slightly dampened their fun.[6]

Reviewers praised much of the game's side content, but several faulted the upgrade systems. Gaming Bolt called the hub world a "joy to explore", with no disparity between the main plot and the side content.[53] GamesRadar praised the world's visual design and the story vignettes players would enjoy discovering.[5] The design was said by IGN to recapture the original game's "folksy feel".[8] Hardcore Gamer complimented the world's breadth and enjoyed discovering its secrets.[58] Because of their strong writing, Kotaku wanted to learn more about the supporting cast,[60] whom VGC felt the side missions allowed to shine.[59] GameSpot felt "natural intrigue" prompted exploration and that clever world design made it easy to navigate.[3] They said character interactions deepened the world, typified by Raz's family exchanges.[3] GamesRadar sought to navigate all possible dialogue paths with the ensemble.[5] Ars Technica noted design cues taken from classic Nintendo games, with abundant side content to be discovered. They found that interactions with the supporting cast incentivized world exploration.[56] GameSpot felt collectible objects were integrated effectively into level exploration.[3] EGM posited that some players may tire of the backtracking necessary to complete all the areas. They saw little incentive to do so, as a fully upgraded Raz had no rewarding way to expend his powers.[7] The upgrade system was considered laborious and redundant by some reviewers.[1][5][6] EGM felt the upgrades added little to the meager combat.[6] Ars Technica felt they supplemented Raz's abilities sufficiently.[56] Some reviewers considered the pin system largely superfluous;[5] the ability to equip only three at once was criticized as limiting by IGN and Kotaku. Both reviewers felt the pins were expensive and that many lacked use, and the former found the game's economy unbalanced.[8][60]

Sales

[edit]

Psychonauts 2 was revealed to be Double Fine's best selling game, selling at least 1.7 million copies by April 1, 2022. This was stated by the game's Art Director Lisette Titre-Montgomery on Twitter shortly after her last day of employment at Double Fine.[62][63]

Awards and accolades

[edit]
Year Award Category Result Ref.
2021
Golden Joystick Awards 2021 Best Storytelling Nominated [64][65]
Best Visual Design Nominated
Xbox Game of the Year Won
Ultimate Game of the Year Nominated
The Game Awards 2021 Game of the Year Nominated [66]
Best Game Direction Nominated
Best Narrative Nominated
Best Art Direction Nominated
Best Action/Adventure Game Nominated
2022 22nd Game Developers Choice Awards Best Design Nominated [67]
Best Narrative Won
Best Visual Art Nominated
25th Annual D.I.C.E. Awards Adventure Game of the Year Nominated [68]
Outstanding Achievement in Original Music Composition Nominated
Outstanding Achievement in Story Nominated
33rd GLAAD Media Awards Outstanding Video Game Nominated [69]
18th British Academy Games Awards Animation Nominated [70]
Artistic Achievement Nominated
Game Beyond Entertainment Nominated
Music Nominated
Narrative Nominated
Technical Achievement Nominated
Performer in a Supporting Role (Kimberly Brooks as Hollis Forsythe) Won

References

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Psychonauts 2 is a platform adventure developed by and published by . It serves as the to the 2005 game and was released on August 25, , for Microsoft Windows, , , and Xbox Series X/S, with subsequent availability on additional platforms including macOS and . The game centers on Razputin "Raz" Aquato, a young psychic acrobat who fulfills his dream of joining the Psychonauts, an international organization of mental explorers who enter people's minds to combat psychic threats and resolve psychological issues. Through a series of missions involving mind-diving into quirky, imaginative worlds, Raz uncovers a conspiracy involving a mole within the organization and efforts to resurrect a past enemy. The development of Psychonauts 2 spanned over a decade, beginning shortly after the original game's release but facing delays due to funding challenges and studio acquisitions. launched a campaign in 2015 to support production, raising over $3.8 million from backers, which complemented Microsoft's acquisition of the studio in that provided additional resources for completion. Directed by , the game emphasizes creative level design, where each mental world reflects the host's psyche through unique puzzles, platforming challenges, and narrative themes exploring . Players utilize Raz's expanding arsenal of psychic abilities, such as , , and , to navigate these environments and collect figments representing memories. Upon release, Psychonauts 2 received widespread critical acclaim, earning aggregate scores of 89/100 on PC and 87/100 on from , with praise for its inventive storytelling, art direction, , and emotional depth in addressing themes like and trauma. It was nominated for Game of the Year at , alongside categories for Best Narrative, Best Art Direction, Best Game Direction, and Best Action/Adventure, though it did not win any; the game secured victories including Game of the Year at the New York Videogame Critics Circle Awards and Best Narrative at the Game Developers Choice Awards. Additionally, it received BAFTA Games Award nominations in multiple categories, underscoring its recognition as one of the year's standout titles in the genre.

Gameplay

Core Mechanics

Psychonauts 2 is a third-person platformer where players control Razputin Aquato, navigating surreal mental environments through precise movement and psychic abilities. The core platforming mechanics emphasize exploration and traversal, with standard controls for running, jumping, and interacting with the environment, such as climbing ledges or activating switches. Advanced maneuvers include a dash ability for quick bursts of speed and wall-jumping to reach higher platforms, allowing players to chain movements fluidly across varied terrain like floating platforms and narrow beams. These controls are designed to feel intuitive yet challenging, rewarding skillful timing in a 3D space. Combat integrates seamlessly with platforming, featuring close-range attacks like punches and kicks that can be comboed for increased , alongside ranged projections to stagger or defeat enemies from afar. Enemies often exhibit mind-based weaknesses tied to emotional or psychological themes, requiring players to exploit specific powers—such as using fire to melt icy defenses or to hurl objects at shielded foes—to overcome them efficiently. The encourages experimentation, as switching between and powers mid-fight maintains momentum without halting . Central to the gameplay are Raz's psychic powers, which are acquired progressively through story missions and serve as both traversal tools and combat options. Key abilities include telekinesis, which lifts and throws objects or enemies; pyrokinesis, for igniting targets or clearing flammable obstacles; levitation, enabling temporary flight and gliding; and clairvoyance, allowing Raz to see through the eyes of others or reveal hidden paths. These powers start at basic levels and are upgraded using PSI cards—collectible items that players combine with PSI cores at challenge markers to enhance range, , duration, or add effects like area-of-effect bursts. Upgrades are essential for tackling tougher sections, with nine total powers available by the game's end. Progression is driven by collection mechanics that encourage thorough exploration of mental worlds. Figments, colorful representations of ideas, are scattered throughout levels and collected to fill Raz's figment gallery, granting experience points to increase his intern rank and unlock ability upgrades. Emotional baggage consists of tag pieces and corresponding luggage items, which players tag and retrieve to resolve psychological issues, contributing to rank progression and revealing character backstories. Memory vaults, hidden interactive objects, store cinematic memories that provide lore insights and serve as optional collectibles to complete for full completionist rewards. These items tie directly into the universal mechanics, as collecting them often requires using powers like telekinesis or levitation. The game incorporates robust accessibility options integrated into its mechanics to broaden player reach. Color-blind modes apply filters for deuteranomaly, protanomaly, and tritanomaly, adjusting hues in UI elements, collectibles, and environmental cues without altering core visuals. Difficulty adjustments include toggles for invincibility to disable health loss, no fall damage, and reduced enemy aggression, allowing focus on platforming and story; camera shake intensity can also be minimized for motion sensitivity. These features ensure the fundamental systems remain engaging regardless of player needs.

Levels and Progression

In Psychonauts 2, levels are primarily structured as mind worlds, surreal environments that manifest the inner psyche of various individuals and are accessed through story progression, often using the Brain Tumbler in the Motherlobe to dive into minds. These mind worlds feature imaginative, theme-driven landscapes that reflect subconscious thoughts, emotions, and memories, blending platforming, puzzle-solving, and combat within psychologically themed settings. The campaign progresses through a linear main story sequence of these mind worlds, connected via the central hub world known as the Motherlobe, which serves as the ' headquarters and an explorable real-world area for interacting with facilities, allies, and side content. Interspersed between major mind world levels are transitional side areas, such as outdoor environments around the Motherlobe or auxiliary facilities, allowing for optional detours and preparation before advancing the narrative. This structure emphasizes a directed path while incorporating branching exploration opportunities within and outside mind worlds. Player advancement is driven by a rank system within the Psychonauts organization, beginning at intern level and increasing up to 102 through mission completion and resource collection, which grants access to new psychic powers like and Time Bubble, as well as opening previously inaccessible areas in the hub and levels. Ranks are earned by submitting sets of PSI challenge cards (gathered from real-world areas) combined with PSI cores purchased from vendors, alongside other items like tags and half-a-minds from mind worlds, enabling upgrades to core mechanics for enhanced mobility and combat effectiveness. Exploration is a key component, with hidden figment clusters—floating, chalk-like artistic depictions of ideas—scattered across mind worlds to collect for completion and minor rewards, often requiring creative use of powers to reach elevated or concealed spots. Supply caches, unlocked via keys found during traversal, provide PSI cards and materials for rank progression, while optional PSI challenge rooms in the Motherlobe allow spending earned points to abilities like range or damage. Following the main campaign, endgame content focuses on post-credits mop-up, where players retain all upgrades and can freely revisit the Motherlobe, side areas, and mind worlds to collect missed figments, caches, and challenges, promoting replayability without a dedicated New Game+ mode. A quality-of-life patch introduced replayable combat arenas and a bonus psychoseismometer for locating secrets and unlocking post-game achievements. Ongoing patches as of August 2025 have added support for Simplified Chinese and further stability improvements.

Story

Setting

The Psychonauts is an international dedicated to combating threats and safeguarding mental well-being by delving into the human psyche. Founded to harness abilities for global protection, the group operates as a secretive agency where agents use , , and mind exploration to maintain order and address psychological disturbances. The primary headquarters, known as the Motherlobe, is a sprawling, organic-looking complex embedded within an abandoned Psitanium quarry—a vast pit once mined for the psychic-enhancing mineral Psitanium. This tree-like structure functions as a central hub for training, missions, and research, featuring interconnected chambers that reflect the agency's focus on psychic development and containment. Central to the universe is the concept of minds as navigable, surreal realms, where the manifests as personalized, abstract environments influenced by an individual's emotions, memories, and traumas. These mental spaces allow agents to enter and navigate others' psyches, uncovering hidden thoughts and resolving anomalies through immersive exploration. The setting builds on the lore established in the original , incorporating elements like the wilderness—wild, unregulated mental frontiers—and brain tumblers, cylindrical devices used for conditioning and power enhancement. These foundational concepts expand the world's ecosystem, emphasizing untamed mental territories that require vigilant oversight. Thematically, the environments embed metaphors for , portraying psychic journeys as therapeutic processes that highlight , resilience, and the complexity of emotional landscapes. collaborated with mental health experts from the nonprofit Take This to ensure these representations are sensitive and accurate, framing mind exploration as a tool for understanding and healing rather than simplistic fixes.

Characters

Razputin "Raz" Aquato serves as the protagonist, a 10-year-old trainee raised in the Aquato , a troupe of acrobats originally from Grulovia who perform daring aerial feats across the world. As a powerful young , Raz possesses a range of abilities including for manipulating objects, for igniting flames, for flight, and mental projection for entering others' minds, all honed through his acrobatic background and innate talent. His determined and adventurous personality drives his aspiration to become a full Psychonaut agent, while his add layers of cultural heritage and interpersonal dynamics to his role. Key allies include Sasha Nein, a stoic German Psychonaut agent and telekinetic specialist who acts as Raz's analytical mentor, emphasizing logic and precision in psychic training. Milla Vodello, a warm and empathetic Brazilian agent with expertise in levitation and emotional , serves as an emotional specialist, offering guidance on interpersonal relationships and mental well-being within the organization. These mentors provide Raz with structured support, their own psychic traits—Sasha's controlled and Milla's fluid —complementing his developing skills. New recruits at the Psychonauts' Motherlobe include the Natividad sisters, junior agents with contrasting personalities and elemental powers. Lizzie Natividad is a rebellious, mischievous teenager with blue skin and hydrokinesis, capable of manipulating and ice, often displaying a sharp wit and independent streak in group interactions. Norma Natividad, her more ambitious and shrewd sibling, wields to control fire, approaching challenges with calculated intensity and a drive for leadership among the interns. Other notable characters include Ford Cruller, the Psychonauts' founder whose fractured psyche manifests as multiple disjointed personas, reflecting his complex history and powerful but unstable presence that influences organizational dynamics. Gisu Nerumen, an energetic intern skilled in , , and , assists Raz with inventions and missions, her inventive traits aiding navigation in psychic realms. The exhibits unique mental quirks and relationships, such as Raz's optimistic curiosity clashing with Norma's competitiveness or Milla's nurturing balancing Sasha's detachment, fostering themes of among diverse . Character designs draw from various cultural backgrounds—Raz's Indian roots, Milla's Brazilian flair, Sasha's European precision—and emphasize mental health-inspired personalities to promote and understanding of emotional vulnerabilities. These traits shape interpersonal bonds, with abilities like the Natividads' elemental control highlighting individuality. The characters' minds, as explorable psychic landscapes, directly inform levels, revealing their quirks through surreal, ability-driven environments.

Plot

Razputin "Raz" Aquato arrives at the Psychonauts' headquarters, the Motherlobe, to begin his internship shortly after the events of Psychonauts in the Rhombus of Ruin. The celebration of his official induction is interrupted when Grand Head Truman Zanotto is kidnapped by the villainous dentist Dr. Caligosto Loboto, who extracts Truman's brain, leaving him in a . Raz, along with agents Sasha Nein and Milla Vodello, dives into Truman's mind to rescue him but encounters psychic traps set by a mysterious mole within the organization. With Truman incapacitated, Raz is tasked with investigating the conspiracy while assisting the other interns in resolving their personal mental issues. As Raz explores the minds of his fellow interns—Gisu, Adam, Lizzie, Morris, Norma, and Sam—he uncovers clues pointing to a larger plot involving "psychic gaps," mysterious voids in the psychic world that are causing mental health crises worldwide. These gaps are linked to the Delugionists, a cult dedicated to resurrecting Maligula, a powerful psychic tyrant believed to have been defeated decades ago by the founding Psychonauts known as the Psychic Six. The investigation leads Raz to question the loyalty of senior Psychonauts and reveals that the stolen brains, including Truman's, are being used to fuel a ritual to revive Maligula. Themes of family dynamics emerge as Raz grapples with his own heritage and the organization's secrets, emphasizing mental health through psychic interventions that heal emotional traumas. Major Spoilers Ahead The plot escalates when Raz discovers the identity of the mole: intern Nick Johnsmith, who is actually Gristol Malik, the long-lost son of former Psychonaut Compton Cook and a key figure in the Delugionist conspiracy. Gristol, driven by grief over his sister Marona's death during a flood caused by Maligula, seeks to unleash her power against the nation of Grulovia. Further revelations tie Raz's family to the Psychic Six: his grandmother Nona is revealed to be Lucrecia "Lucy" Mux, one of the original founders, whose destructive Maligula was suppressed by Ford Cruller after the Grulovian disaster. The "Aquato family curse" of stems from Lucrecia's transformation and the subsequent cover-up. In the climax, Raz dives into fractured minds, including those of the , to piece together the full history and confront Maligula within a surreal, abstract psychic realm representing global consciousness. With help from his and the , Raz resolves Lucrecia's by separating Maligula's malevolent persona, allowing her to reintegrate as a healed member. Truman awakens, the conspiracy is thwarted, and Raz earns full Psychonaut status, strengthening bonds of and identity. The story concludes on themes of and mental resilience, with post-credits scenes teasing future threats, including hints at deeper lore involving Ford Cruller's fragmented mind and potential new villains.

Development

Background

Following the release of the original Psychonauts in 2005, Double Fine Productions founder Tim Schafer envisioned a sequel that would delve deeper into protagonist Razputin's family backstory and the broader psychic world, building on the game's cult following and unresolved narrative threads such as the mysterious origins of key characters. Schafer began pitching Psychonauts 2 to publishers as early as 2011, but faced repeated rejections due to the perceived niche appeal of the original's creative platforming and psychological exploration, echoing the funding struggles of the first game. Double Fine solidified its independent status in the early 2010s through the groundbreaking success of its 2012 Kickstarter campaign for Broken Age, which raised over $3.3 million and demonstrated the viability of fan-driven funding for experimental titles, allowing the studio to operate without traditional publisher constraints. However, financial instability persisted, culminating in the layoff of 12 staff members in 2014 after the unexpected cancellation of an unannounced project by its publisher, which forced the studio to scale back operations amid ongoing funding challenges. Conceptually, Psychonauts 2 evolved from Schafer's decade-long accumulation of ideas to expand the psychic adventure framework, incorporating fan enthusiasm for resolving the original's open-ended lore—such as the lingering threats from antagonists like Coach Oleander—while emphasizing innovative mindscapes drawn from dreams and neurological case studies like those in ' works. Early development efforts in the 2010s stalled due to persistent funding shortages, prompting to pivot to other projects, including the 2015 release of Headlander, a sci-fi that utilized the studio's expertise during the interim period. The core ideas for Psychonauts 2 were also shaped by the rising awareness movements of the , which influenced Schafer's approach to portraying psychological struggles in an uplifting, metaphorical manner rather than through stigma or , reflecting broader cultural shifts toward empathetic depictions of issues like anxiety and trauma.

Production

Development of Psychonauts 2 began in in 2015, building on concepts from the original game, with full-scale production accelerating after acquired in June 2019. The project spanned six years until its 2021 release, allowing the team to refine ambitious ideas without the constraints faced in earlier titles. In 2023, released the 32-episode, approximately 32-hour documentary series Double Fine PsychOdyssey, chronicling the full development process. Double Fine assembled a core team of around 60 developers, including designers, artists, and programmers, supplemented by external collaborators for specialized animation tasks. This mid-sized group focused on creative execution, leveraging the studio's experience in platformers to expand the scope beyond the original game's limitations. The team adopted early in production to enable and iteration, particularly for the game's surreal mind worlds, which required vibrant, hand-crafted aesthetics and seamless transitions between environments. Design iterations emphasized balancing precise platforming with intuitive puzzle-solving, addressing feedback from the first game by smoothing controls and integrating psychic abilities more fluidly into level progression. For instance, mind worlds were refined to blend organic, thematic visuals with challenging traversal, ensuring each level felt distinct yet cohesive. Technical challenges included optimizing performance across multiple platforms—PC, Xbox Series X/S, , and others—while implementing dynamic psychic effects like and . The team developed custom tools, such as a multi-spline , to populate complex environments efficiently without sacrificing visual fidelity. Blueprints in Unreal facilitated designer-led experimentation with these powers, allowing quick adjustments to interactions like object manipulation in puzzles. The , beginning in early 2020, forced a shift to , which adapted to by customizing Unreal's for better among distributed team members. This led to milestone delays, pushing the release from 2020 to August 2021, but the studio maintained a crunch-free environment throughout, prioritizing developer well-being over accelerated timelines.

Announcement and Funding

Psychonauts 2 was publicly announced by during on December 3, 2015, where studio founder surprised attendees with the reveal trailer and details of a campaign on the equity-based platform Fig.co. The campaign sought $3.3 million to fund development, combining traditional pledges with investor opportunities, and ultimately raised $3,829,024 from 24,109 backers and investors by its close on January 12, 2016. This exceeded the initial goal and unlocked several stretch goals, including a digital art book featuring from both titles and an original soundtrack encompassing music from the sequel alongside remastered tracks from the original game. To foster community involvement, maintained ongoing engagement with backers through a series of video updates detailing production milestones, such as entering full production in 2017 and showcasing powers in development builds. These updates, delivered via the platform and , numbered over two dozen by launch and included behind-the-scenes insights into art, animation, and level design. Backers also participated in exclusive events, like a 2018 camping trip at a site inspired by the game's Whispering Rock setting. In June 2019, Microsoft announced its acquisition of Double Fine during the E3 press conference, integrating the studio into Xbox Game Studios as a first-party developer and shifting the project's funding from indie crowdfunding to corporate support. As part of the deal, Microsoft bought out the Fig investors' stakes for an early payout of approximately $1.035 million, providing financial stability that allowed the reinstatement of previously cut content. This transition positioned Xbox Game Studios as the publisher, guaranteeing Psychonauts 2's availability on day one with Xbox Game Pass upon its 2021 release across Xbox consoles, PC, and cloud platforms.

Voice Cast

The voice cast of Psychonauts 2 features a mix of returning actors from the original 2005 game and new talent, bringing emotional depth to the characters' psychic explorations and personal struggles. Many original performers reprised their roles, including as the protagonist Razputin Aquato, Logan Cunningham as the fragmented Ford Cruller, and Nikki Rapp as Lili Zanotto, providing continuity while delivering fresh lines that advance the narrative. New voices were introduced for expanded characters and additional roles, enhancing the ensemble's diversity across ages, backgrounds, and expertise. For instance, voiced the composed agent Sasha Nein, Piotr Michael portrayed the inventive Otto Mentallis, and brought nuance to the psychiatrist Hollis Forsythe. The casting drew from a broad pool of voice professionals, including those with experience in and live-action, to reflect the game's themes of and mental complexity. Celebrity cameos added star power and distinctive flair to key figures, such as as the flamboyant psychic artist Helmut Fullbear, whose performance infused the role with energetic charisma. Elijah Wood lent his voice to the reclusive agent Nick Johnsmith, contributing a introspective tone that aligned with the character's backstory. Other notable inclusions were as the skeletal patients in one level and Simons as Raz's inner archetype, blending humor and introspection. These choices emphasized authentic emotional delivery, supporting the game's sensitive handling of psychological themes through consulted expertise during development.
ActorRole(s)
Razputin Aquato
Logan CunninghamFord Cruller
Nikki RappLili Zanotto
Sasha Nein
Piotr MichaelOtto Mentallis
Truman Zanotto
Lucrecia Mux
Helmut Fullbear
Nick Johnsmith
Hollis Forsythe
Skeleton Patients
Rikki SimonsRaz's Archetype
Poonam BasuGisu Nerumen
Krizia BajosMrs. Karpovna, Germ Mom
Voice recording for Psychonauts 2 concluded in early 2021 amid the COVID-19 pandemic, with sessions adapting to ensure safety while capturing the cast's dynamic range for the mind-bending environments.

Soundtrack

Peter McConnell returned as the composer for Psychonauts 2, building upon the musical foundation he established for the original 2005 game by expanding themes and incorporating a diverse palette of sounds. His score blends orchestral arrangements with big band jazz and psychedelic rock elements, creating thematic motifs that reflect the chaotic and introspective natures of the characters' minds. The features variations on the main theme, which evolves throughout the game to underscore narrative progression, alongside level-specific motifs tailored to individual psyches. For instance, the sequences in Hollis' mind employ energetic, chaotic riffs to evoke the frenetic energy of and impulse control struggles. These motifs integrate electronic flourishes and orchestral swells to heighten the surreal, mind-bending environments players explore. Sound design complements the music with dynamic audio cues that respond to powers, such as whooshing effects for or explosive bursts for PSI blasts, enhancing player immersion in mental worlds. Ambient mind noises, including echoing thoughts and surreal environmental sounds, create a layered auditory that shifts based on , like transitioning from serene hums to disorienting chaos. The official , released via Skill Tree Records, spans three volumes totaling over 60 tracks and captures the score's eclectic range from to psychedelic jams. Influences draw from traditions, tying into Razputin Aquato's familial heritage as a performer in the Aquato family , while psychedelic elements amplify the game's exploration of consciousness and mental landscapes.

Release

Platforms and Dates

Psychonauts 2 was released on August 25, 2021, for Windows, , , and , with support provided through backward compatibility. The game launched as a day-one title on , allowing subscribers immediate access across consoles, Windows PC, and . Subsequent ports arrived for macOS and on May 24, 2022, making the game available on those platforms through major digital storefronts including and the . The game launched with a standard digital edition priced at $59.99, alongside a digital deluxe edition that included a and the original soundtrack. Physical editions followed later, with the Motherlobe Edition—a premium physical release containing the game, a reversible cover, art cards, and a soundtrack download—shipping on September 27, 2022, for , Series X/S, and PlayStation 4. A limited collector's edition, produced by and including both games, pins, posters, and additional collectibles, became available in late 2023 for backers and select retailers. The release adopted a digital-first model, with no physical copies at launch beyond rewards, and featured no microtransactions throughout. In September 2025, Psychonauts 2 was added to the PlayStation Plus catalog, available to Extra and Premium subscribers starting September 2 as part of the monthly games lineup.

Marketing and Promotion

The marketing campaign for Psychonauts 2 emphasized the game's whimsical platforming and deep exploration of through a series of high-profile trailers debuted at major gaming events. At , showcased the first gameplay trailer alongside the announcement of its acquisition of , highlighting Razputin's psychic adventures inside fractured minds and generating significant buzz for the long-awaited sequel. Subsequent trailers built on this momentum, including the release date reveal that confirmed the August 25 launch and teased cooperative gameplay elements. At 2021, an official launch trailer further promoted the game's availability on from day one, focusing on its quirky missions and conspiratorial narrative to drive pre-orders. Cross-promotions integrated Psychonauts 2 into Xbox's ecosystem, leveraging the publisher's showcases to reach a broad audience, while fulfilling commitments to Fig crowdfunding backers through exclusive rewards. The game featured prominently in Xbox events like the E3 and Gamescom presentations, underscoring its inclusion in Xbox Game Pass as a key accessibility perk. For Fig supporters who funded the project in 2015-2016, Double Fine delivered tiered exclusives such as in-game credits, digital soundtracks, physical slipcases for collector's editions, and unique experiences like a 2018 camping trip with the development team to build community engagement. Merchandise tied into the promotion by offering fans collectibles that expanded the Psychonauts universe, including apparel and art resources released around the launch. Double Fine's official store provided Psychonauts 2-themed items like logo T-shirts, tie-dye tees, and tank tops, while offered enamel pins depicting Raz's merit badges for abilities such as and . The hardcover art book The Art of Psychonauts 2, published by , featured over 350 pages of , developer interviews, and production insights, serving as a premium tie-in for backers and enthusiasts. Community engagement included teasers from the Double Fine PsychOdyssey documentary series, which chronicled the game's development and highlighted behind-the-scenes creativity in pre-release updates. Portions of the footage, produced by , were shared via anniversary videos and backer bulletins to maintain excitement, such as a 2020 mini-documentary revealing new levels and abilities like wall-clinging. Targeted marketing stressed the game's empathetic portrayal of , with partnering with conventions like and to discuss themes of anxiety and trauma through panels and trailers, encouraging open conversations in gaming communities.

Post-release

Updates and Patches

Upon its release on August 25, 2021, Psychonauts 2 received immediate post-launch updates to address technical issues reported by players, including random crashes and startup failures on certain systems. An early patch on September 3, 2021 (version 1.05), fixed crashes on , resolved missing audio cues, and corrected various glitches across platforms, enhancing overall stability. These initial fixes focused on platform-specific optimizations, such as improving resolution and performance on PS4, while ensuring consistency for , PlayStation, and PC versions. A significant quality-of-life update arrived on November 3, 2021 (version 1.07), incorporating community feedback to aid completionists. This patch introduced tools like the bonus Psychoseismometer in Otto's lab for post-game enemy encounters, enabling easier achievement unlocks, and the Otto-Spot photo filter (purchasable for 75 cards) to highlight hidden figments. Additional features included check marks in location menus to track collected items, replayable combat challenges from Gisu's Cards quests, and UI enhancements for better , such as larger font sizes. General stability was bolstered with fixes for environmental collisions, fall damage inconsistencies, and rare softlocks, applied uniformly across all platforms. In 2022, continued refining the game with localization and accessibility-focused patches. The May 24, 2022 update (version 1.10) added support for two new text languages and fixed stability issues at the Strike City checkpoint. A major August 17, 2022 patch expanded this by introducing Simplified Chinese localization, including in-game art and signage, alongside UI improvements like larger fonts for all languages to enhance readability. These changes were rolled out simultaneously on , PlayStation, PC (including and ), Mac, and , maintaining cross-platform parity. Performance tweaks targeted older hardware, such as PS4 optimizations, while responding to player reports on controls and minor stability lapses. No further major patches were issued after August 2022, with the game's updates emphasizing long-term polish over ongoing content additions.

DLC and Additional Content

Psychonauts 2 received limited post-launch , primarily consisting of non-narrative additions such as and expansions, with no major story-based expansions developed or released. The most substantial addition was the free PsychOdyssey DLC, released on November 26, 2024, which integrates a 33-episode series produced from 2023 to 2024 and totaling approximately 30 hours into the game. Produced by in collaboration with , the series chronicles the seven-year development of Psychonauts 2, including challenges like struggles, team dynamics, and creative iterations, serving as a direct continuation of the studio's earlier documentary efforts. The content is accessible as MP4 video files within the game's installation folder on PC or through integrated playback on supported platforms, and it is available at no extra cost to existing owners via the DLC page and other digital storefronts. In 2025, to mark Double Fine Productions' 25th anniversary, the studio released the 25th Anniversary Mini-series on July 30, 2025, featuring eight external YouTube videos with archival footage and developer insights on Psychonauts 2 and other titles. Additionally, on April 29, 2025, Double Fine published the PSI Academy Census, a blog post sharing results from a fan survey on character popularity and community creations to celebrate the 20th anniversary of the original Psychonauts, without any in-game additions. Other additional content includes paid soundtrack DLCs, such as Psychonauts 2 (Original Soundtrack), Vol. 3, released on September 13, 2022, providing expanded audio tracks composed by for offline listening or in-game ambiance customization. No cosmetic DLC was officially released, with character customization limited to in-game unlocks earned through progression.

Reception

Critical Response

Psychonauts 2 received widespread critical acclaim upon release, earning an average score of 89/100 on for the PC version, with similar positive aggregates across platforms including 87/100 for , 91/100 for , and 87/100 for Xbox Series X/S. Critics frequently praised the game's innovative level design, which immerses players in surreal, mind-bending environments that reflect characters' psyches with creativity and variety. The writing was highlighted for its strong handling of themes, approaching topics like trauma, identity, and emotional with sensitivity, humor, and emotional depth. Additionally, reviewers noted improvements in controls and platforming mechanics compared to the original game, making movement more fluid and accessible while retaining the psychic powers' charm. Despite the praise, some criticisms emerged regarding repetitive elements in collectibles and combat, which could feel grindy during extended exploration. Technical glitches, particularly on PC at launch, were also mentioned, including occasional crashes and performance issues that impacted the experience for some players, though patches addressed many of these post-release. Specific outlets underscored key strengths: IGN awarded an 8/10, commending the narrative's nuanced characters and twists that build on the series' legacy. Polygon, in an unscored review, lauded the game's compassionate portrayal of diverse psychological experiences, emphasizing its inclusivity in representing mental health struggles.

Commercial Performance

Psychonauts 2 launched on August 25, 2021, as a day-one title on , which significantly boosted its initial accessibility and engagement. During its launch week, it ranked as the fourth best-selling game on . By April 2022, the game had sold at least 1.7 million copies, including equivalents from Game Pass subscriptions, surpassing the original ' lifetime sales of 1.7 million units and becoming ' best-selling title to date. Over the longer term, Psychonauts 2 continued to accumulate players through subscription services. On alone, it generated $13.6 million in revenue by 2024. Its inclusion in the PlayStation Plus Essential tier starting September 2, 2025, drove renewed engagement, adding approximately 300,000 players on and bringing the platform's total to around 450,000, though overall player counts across all platforms remain higher due to Game Pass and other services. Revenue streams for the game included an upfront publishing deal with for Game Pass integration, direct digital and physical sales, and ancillary products such as the original soundtrack available as paid DLC. Merchandise offerings, including the limited-edition Motherlobe Edition with art cards and a reversible cover, along with a separate artbook, provided additional income for . No major story-based DLC was released, limiting expansion revenue to these areas. The game's commercial success validated Double Fine's model of pursuing creative, narrative-driven platformers under Microsoft's support, elevating a sequel to a from 2005 into the studio's top performer and highlighting how subscription platforms can amplify reach for mid-tier titles. Compared to the original , which built its 1.7 million sales over more than a decade through ports and discounts, Psychonauts 2 achieved similar figures in under a year, underscoring the impact of modern distribution strategies. Regionally, Psychonauts 2 saw strong performance in Western markets, driven by its and PC launch ecosystem. Accessibility in improved with the release of a Simplified Chinese localization in June 2022, which added subtitles, in-game text, and texture translations for PC, Mac, and versions. The 2025 PlayStation Plus addition further supported growth in the region by exposing the game to a broader audience.

Awards and Nominations

Psychonauts 2 garnered significant recognition in the gaming industry, earning 7 wins and 16 nominations across various ceremonies for its depth, artistic , and empathetic portrayal of issues. At , the game received nominations in six categories, including Game of the Year, Best Game Direction, Best Narrative, Best Art Direction, Best Action/Adventure Game, and Best Family Game, though it did not secure any wins. The 2021 honored Psychonauts 2 with a win for Xbox Game of the Year, alongside nominations for Ultimate Game of the Year and Best Storytelling. In the BAFTA Games Awards 2022, Psychonauts 2 earned six nominations, including Audio Achievement, Animation, Artistic Achievement, Game Design, Narrative, and Performer in a Supporting Role; it won the latter for as Hollis Forsythe. The 25th Annual in 2022 nominated Psychonauts 2 for of the Year, Outstanding Achievement in Story, Outstanding Achievement in Original Music Composition, and Game of the Year, highlighting its contributions to adventure gaming mechanics and emotional storytelling. Additional accolades included wins at the 2022 for Game of the Year and Best World, as well as nominations at the for Outstanding . From 2022 to 2025, the game received retrospective honors in lists celebrating representation in gaming, such as features on its lasting impact in nuanced depictions of trauma and . These awards underscore Psychonauts 2's acclaim for advancing narrative-driven platformers through creative level design and psychological themes.
CeremonyYearCategoryResult
[The Game Awards2021](/page/The_Game_Awards_2021)Game of the YearNominated
[The Game Awards2021](/page/The_Game_Awards_2021)Best Game DirectionNominated
[The Game Awards2021](/page/The_Game_Awards_2021)Best NarrativeNominated
[The Game Awards2021](/page/The_Game_Awards_2021)Best Art DirectionNominated
[The Game Awards2021](/page/The_Game_Awards_2021)Best Action/Adventure GameNominated
[The Game Awards2021](/page/The_Game_Awards_2021)Best Family GameNominated
2021Xbox Game of the YearWon
2021Ultimate Game of the YearNominated
2021Best StorytellingNominated
BAFTA Games Awards2022Audio AchievementNominated
BAFTA Games Awards2022Nominated
BAFTA Games Awards2022Artistic AchievementNominated
BAFTA Games Awards2022Nominated
BAFTA Games Awards2022Nominated
BAFTA Games Awards2022Performer in a Supporting Role (Kimberly Brooks)Won
2022Adventure Game of the YearNominated
2022Outstanding Achievement in StoryNominated
2022Outstanding Achievement in Original Music CompositionNominated
2022Game of the YearNominated
2022Game of the YearWon
2022Best WorldWon
GLAAD Media Awards2022Nominated

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