Psychonauts 2 Review: ESP-ecially Extraordinary

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Psychonauts 2: The Return of the Obra Dinn is an adventure game that takes place in the universe of the first title. The player takes on the role of “Psychonautics” (a.k.a. PSI-Enthusiasts) who are the most passionate fans of the original Psychonautics. Mainly, they are known for their ability to see the invisible world, known as the Psychonautic Veil or “The Veil” and to “see through” the non-Euclidean geometry of space and time.

Psychonauts 2 is a sequel to Double Fine’s crazy title, Psychonauts. In the sequel, you can play as virtually any character, and each one has their own unique abilities and ways of interacting with the world. The story follows the Psychonauts as they go on a mission to rescue their kidnapped friends.

When it was first released, Psychonauts was one of the best indie games in the world, and rightly so. But with the lack of ports and the fact that it was PC only, it fell off the radar. But now, 2 years after the original game’s release, the sequel is now on the Playstation 4 and Xbox One, and it really doesn’t disappoint. With all the same charm and humor, the sequel adds a whole new layer of gameplay to the original game. The graphics and art style have been improved, and the level design is brilliant. And don’t even get me started on the soundtrack.. Read more about psychonauts 2 release date and let us know what you think.

It’s essential to respect your loved ones’ desires, even if it means chopping up their grandchild and presenting them to a panel of culinary reviewers. But it’s all right. In Psychonauts 2, what occurs in the mind’s anxiety-induced fantasies remains in the mind – for the most part.

Double Fine’s long-awaited sequel delivers everything excellent about the 2005 original, amplifies it, and adds hundreds of upgrades and stunning visuals, all with a dash of serious mental health commentary thrown in for good measure. Psychonauts 2 is an amazing accomplishment in inventiveness, despite a couple of the genre’s typical poor spots.

Review of Psychonauts 2: ESP-ecially Extraordinary

It begins a day after the events of The Rhombus of Ruin, with a helpful recap if you’re new to the series or have forgotten some of the key plot points. Raz has shown himself by rescuing the Grand Head of the Psychonauts, and now it’s time to train at the Motherlobe, the Psychonaut headquarters – only none of his accomplishments count for anything, and he must begin as a poor intern.

The Aquato family history, Raz’s training as a budding Psychonaut, and the histories of the organization’s problematic founders are all expertly balanced in Raz’s narrative.

Maligula, a renegade Psychic responsible for the drowning deaths of many people, and her devoted Delugionists are hell-bent on resurrecting the watery monster. Of course, there’s a lot more to it than that. If you liked the first installment in the Psychonauts series, the sequel is a great pleasure. If you didn’t, you’ll have a hard time keeping that mindset for long.

The first isn’t short on plot or character development, but the sequel builds on virtually everything that makes the first so memorable. That’s what you’d expect from a sequel, but with Psychonauts 2, Double Fine went all out on the details.

Even outside of the core narrative, it’s a fascinating universe. Optional scenarios in Psychonauts 2 delve into side characters’ motives and relationships, or exist only to be weird.

Other scenes provide as background noise for Raz to hear. For example, Motherlobe employees talk about one another, while Psychonauts interact with their mentees on a regular basis.


Several of them are short interactions, while others are lengthy discussions with their own unique experiences. I noted close to ten distinct situations as Sasha and Dr. Loboto struggled to break past the villain’s mental barrier before the conversation began repeating in one early example with Sasha and Dr. Loboto. 

Psychonauts 2 is funny in every circumstance. It has the same offbeat comedy and wisecracks as its predecessor, but it does it more deftly. Psychonauts 2’s more dynamic environment also brings forth a calmer and surprising sense of humour.

One particular instance that made me laugh out loud reminded me of something out of a sitcom, in which a receptionist shouts out “hi!” in a frantic way the longer you ignore her.

However, this is just the surface of the situation. Underneath Only — or, to be more precise, within — is where the majority of Psychonauts 2’s action takes place.

In its sequel, Double Fine intended to emphasize empathy, which it achieves, albeit in a subtle manner. Psychonauts 2 has a lot of things it wants to say to you, but it does it in a cryptic way, with a lot of symbolism among the surrealism and comedy.

It’s a refreshing change from confronting difficult issues head-on in a few ways. The most poignant moments in Psychonauts 2 hold more weight than the longest pep talk, making the problems more accessible. Being lectured about respecting yourself despite of others’ judgments pales in contrast to discovering that your own hand was operating the goat puppet that first sabotaged your self-confidence.

It’s a really unique method of conveying the message, but it works well.


Psychonauts 2’s concepts are also more adaptable as a result of this technique. After all, it’s simpler to receive messages about your issues when the narrative isn’t immediately facing you, but that’s just half of it.

Instead of laying out mental health problems in detail, present them as loosely defined concepts — such as a desire to prove yourself or a pathological fear to danger — so you can apply them to your own circumstances and, perhaps, learn a little more about empathizing with others.

The issue is that certain important portions of this message may be missed in the optional souvenirs. Memory Vaults show you a slideshow of the backstory of whomever it is you’re ruminating on within.

While the Vaults are relatively easy to find, it would have been nice to see this storytelling aspect woven more closely into the narrative. A few early ones are surprisingly vital for understanding what ails the minds, touching on topics such as discrimination, dependency, and loneliness, and while the Vaults are relatively easy to find, it would have been nice to see this storytelling aspect woven more closely into the narrative.

Despite a cautious approach to altering Psychonauts’ core gameplay, Double Fine takes the opposite route with its levels. 

In Psychonauts 2, many of the same elements from the first game return. Raz has a variety of psychic talents, including inferno capabilities, telekinesis, and the capacity to establish mental connections. As Raz’s rank rises, they become more powerful, and he earns ranks and upgrade points by combining Psi Cards with Psi-Challenge Markers. 


Additional treasures, such as emotional baggage and figments, are unique to the brains of individuals Raz attempts to assist, and are distributed across the hub regions and brain worlds. Initially, it seems that they serve no function other than to provide you with something to collect.

However, about halfway through the narrative, ranking up becomes increasingly essential. Though having greater powers is never a bad thing, Psychonauts 2 is never brutally tough.

Raz’s moves are typical in most platformers, apart from lighting objects on fire and seeing into the brains of animals. He leaps, swings, double-jumps, dodges, and swings psychically strengthened fists at his adversaries.

It’s all fairly conventional, but Psychonauts 2 makes up for it with the daring and sheer audacity of its inner realms. One minute, you’re forming new synapses in various regions of your brain. You’re tossing a bowling ball over skyscrapers in a germ version of 1920s New York City as the end times (disinfectant spray) approach after a few hours — plus one side trip to the dilapidated lumberjack pancake shop manned by forest animals.

Oh, and the city is housed within an old man’s brain in the form of a bowling shoe. Yes, of course.

That’s what breathes life into Psychonauts 2’s on-the-fly action, with each mental stage a work of art in both mood and what it asks of you. 

However, it takes a few hours for its brightness to show. Raz’s introduction to the Motherlobe, like the introductory section of Dr. Loboto’s addled and slightly frightening tooth-filled hellscape, is showy but banal. It doesn’t help that the maps in Psychonauts 2 are more aesthetic than utility, making familiarizing yourself with new places difficult at times.


Boss battles are both high and low moments in the game. The designs and specifications are really excellent, although they are sometimes held down by some of the genre’s flaws. Fight routines may get monotonous, particularly if you miss a hit or have to repeat.

The style of Psychonauts 2 is where it really shines. The original’s intricacy and smoothness were naturally restricted by hardware, but that is no longer the case.

Psychonauts 2 is like Tim Burton creating a claymation picture, but it’s not only the huge textures and general mood. Double Fine also excels in the finer points of the game. Raz’s world is simply that beautiful, and I never imagined I’d admit I paused to appreciate tongue textures or the fuzziness of a bathrobe.

Psychonauts 2 goes beyond simply being a decent platformer because to its visual and aural brilliance, rich voice acting, sweeping storyline, and emotional storytelling. It’s more like watching a high-quality animated picture.

The Bottom Line in Psychonauts 2



  • Excellent visual direction
  • A fantastic tale.
  • Handling of crucial issues with tact
  • a burst of inspiration


  • At times, he plays it safe.
  • There are certain aspects that are tiresome.
  • Better maps would be beneficial.

Psychonauts 2 is a fantastic sequel. It’s one of the most inventive games in recent memory, if not the whole console generation. Sure, it could push platforming limits a little farther or remove itself from the genre’s flaws, but these are small niggles in what is generally a delicate and magnificent journey.

By the way, when will Psychonauts 3 be released?

[Note: The copy of Psychonauts 2 used in this review was supplied by Microsoft.]

A few days ago we gave Psychonauts 2 a score of 9.5/10. This was based on the game’s high level of fun, its incredible use of its medium, and strong storytelling. However, since then we’ve had time to think about the game, and a few days of reflection has led us to change our review to 9.6/10. The idea of a sequel is a strong one, but few attempts have been as successful as this one. That’s not to say it’s flawless, but it’s certainly one of the best games of its kind out there, and a worthy addition to the genre.. Read more about psychonauts 2 – game informer and let us know what you think.

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