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Psychonauts 2

Psychonauts 2

Psychonauts 2 is a platform-adventure game developed by Double Fine Productions and released in 2021. It continues the story of Razputin “Raz” Aquato, a young psychic who joins the international psychic espionage agency known as the Psychonauts. Gameplay combines platforming, exploration, and combat with psychic abilities such as telekinesis, pyrokinesis, and mental connection. Players journey through imaginative levels set inside characters’ minds, each reflecting their personalities and struggles.

Information

Release date: August 24, 2021

Age rating: Ages 10+

Rating (IGDB): 87/100

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Steam Reviews

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  • Recommended Posted December 13, 2025 on Steam Fantastic sequel to the first game and makes a lot of improvements to playability as well as adding more unique abilities. I do think the first game is better in terms of story but that doesn't take anything away from this game. I also really appreciated how much easier collectibles are to find/keep track of when cleaning up after beating the main game. Highly recommend.
  • Recommended Posted November 20, 2025 on Steam While I believe "underrated" is an abused adjective nowadays, it reallly suits Psychonauts 2. A sequel that steps up everything the first game already did. A collectathon platformer smartly written and enjoyable from start to finish, mature in a not-blatant way. So much inventive and creativity is poured into each of its levels that it really makes me question why this game isn't discussed more.
  • Recommended Posted June 20, 2025 on Steam [h1]Psychonauts 2: Cheaper than Acid, but Twice as Fun![/h1] Psychonauts 2 is a wonderful little game that has more love poured into it than a family circus performance. Indeed, the main character’s acrobatic prowess leads to a game filled with enormously fun platforming and a wealth of secrets to reward you for getting good at it. While its gameplay doesn’t always hit the mark, the game more than makes up for that with zany visuals, batsh*t insane level design, and a remarkable approach to portraying psychological illnesses. I really hope I won’t have to resort to hypnosis to convince you to give this little gem of a game your time and your money. [hr][/hr] [b]Steam Deck Performance[/b]: Even considering how great Psychonauts 2 looks, the game runs as well as a cheetah on speed, and it is just perfect for the deck’s control scheme. Just watch your battery, because I don’t think I’ve ever seen the deck get drained quite that fast. [h3]Cirque de Solace[/h3] Psychonauts 2 was put on my radar by an overenthusiastic friend who confidently proclaimed it as being the greatest video game ever made. Although I hadn’t played the original, its unique visual style captured me enough for it to earn a spot on my bloated wishlist. Though I assume the game follows directly on from the events of its predecessor, the story is so well summarised that you needn’t be dissuaded from purchasing for this reason alone. This series concerns itself with a secretive cabal of telepath-agents called [i]Psychonauts[/i], who enter other people’s minds to fix their problems, solve mysteries, and save the world. You play as Razputin (Razz), a young intern freshly recruited from the circus, whose acrobatic skills are rivalled only by powerful latent psychic abilities. Since Razz’s day job is literally running around in people’s heads, the game is structured accordingly: each “Mind” is a level to be explored and completed, interspersed with expansive, secret-laced hub areas. You progressively unlock abilities that allow you to explore in more depth, and access new areas. If you’ve played any LEGO game, you already know what to expect. This layout works like a charm, bringing an uninterrupted but varied flow of activities. It also leads to an ungodly number of collectibles, in particular, the dreaded [i]Figments of Imagination[/i] of which there can be multiple hundreds per level. Luckily, the information provided for each item is just enough that the hunt for everything isn’t a chore, while still a challenge. The game’s complex movement also allows some secrets to be hidden in unexpected places, and reaching these locations is enormously fun. Razz’s acrobatic prowess has been baked into the game through the way you traverse the world, leaping off trampolines, swinging between trapezes, and balancing on tightropes. While this sounds difficult, the game has managed to make it seamless in a way that lets it feel cool while not overly difficult to pull off. Razz’s psychic abilities are similarly varied and fun to use, and all of them are useful in a surprisingly wide range of scenarios. This demands creativity: at one point I discovered that inverting your “time stop” ability made a horrendously slow funicular move at a bearable pace. This was achieved by using a [i]Pin[/i] – a collectible upgrade, and since these can be so useful, I was dismayed to discover you are never able to equip more than three. Similar constraints impact your psychic abilities, at least when playing on controller: you can only access four at a time without having to enter a menu. This becomes frustrating with how many you are expected to use simultaneously, particularly when in combat. The final daring feat in Psychonauts 2’s gameplay spectacular was pulling off a fun combat system, but sadly this is where the game fatally slips. Most enemies require the use of a particular ability to win, abilities that are frustrating to juggle. Even when you are equipped, you will discover that enemies are just frustrating. Your basic attacks are repetitive and monotonous, and your dodge is so clunky that combat feels like swimming through pitch where before you soared through the air. Each enemy is named after a negative mental state, and so I find it deeply fitting that the appearance of a “Panic Attack” would usually bring me close to experiencing one myself. At least the bosses are balanced, and boy are they creative. [h3]A Feast for the Senses[/h3] Creativity is perhaps the single biggest selling point of Psychonauts 2. I’m not sure what manner of psychedelic-fueled bender the concept artists went on to come up with this game’s setpieces, but I want in on it. Each level is a miraculously well-blended combination of every thought going through your host’s mind at the moment you enter. While each level is great in its own way, my favourite has got to be the brain of a deranged bowling alley attendant, who is in the process of disinfecting rental shoes as you enter his mind. You arrive in a city with pins as buildings and lanes of polished wood. The city is populated, of course, by shoe-driving germs who grieve over the coming apocalypse, a slowly spreading antiseptic that eventually sanitizes the city of its inhabitants. Double Fine’s creativity is also turned to something much more purposeful than great level design: this game is ultimately about healing people’s brains, and with this comes an incredibly mature and thoughtful representation of mental health illnesses. On my first launch of the game, I was surprised by a trigger warning regarding serious mental health topics in a game I thought was marketed towards kids. What I hadn’t expected was that these topics would be represented in a way a child can grasp. In one mind, an alcoholic gardener left with severe mistrust of others is stranded on a desert island, and you must help grow plants into friends. In another, you must help someone with severe anxiety, stage fright and insecurity win a game show where his life is on the line. While we don’t have a magic little Psychonaut to jump into our own heads, watching Razz nudge each character into ultimately saving themselves and healing was an enormously uplifting message. Psychonauts 2’s plot is certainly not the sum of its parts, however: while each character was handled with immense maturity and nuance, the resulting plot felt decidedly childish and mundane. There was nothing wrong with it, but it never did anything interesting either, and I rarely felt more engaged than a surface-level interest. The game’s oddball, zany sense of humour is translated poorly into dialogue and cutscenes, each gag coming off as awkward. The writing is too restrained by child-friendliness for my liking, sometimes feeling almost corporate in its self-censorship. While I don’t expect characters to drop constant f-bombs, I do think the best children’s media are those that are able to appeal to all audiences, coming off as much more genuine as a result. While my friend’s hyperbole-riddled recommendation was perhaps not entirely accurate, I really loved my time with Psychonauts 2. Polished, seamless and fun AAA games from companies not named Nintendo are a rarity these days, especially ones with playtimes that don’t extend into the triple digits. Even though it looks like a trip on acid, I have not come out of this game a changed man, but not every game needs to do that. Regardless of its minor issues, I really appreciated this game’s message, especially as someone who is healing from my own mental health struggles. We could all use a little Psychonaut like Razputin in our heads, and while this game can’t give us that, it can give us the next best thing. [quote]Follow our Curator page, [url=https://store.steampowered.com/curator/41449676/]Summit Reviews[/url], to see more high quality reviews regularly. [hr][/hr] [url=https://steamcommunity.com/id/GentleHoovy/recommended/]More of my reviews here![/url][/quote]
  • Recommended Posted May 13, 2026 on Steam Psychonauts 1 really suprised me, it was 7 years on my pile of shame, untouched, until I finally tried AND loved it. I am even more surprised that, more then 16 years later, the sequel happend and is at least as good as the first one. Great story, funny dialoges, overall very diversified gameplay, Psychonauts 2 is a pleasure to play, and works great on Steam Deck, too. Big recommendation!
  • Recommended Posted June 15, 2025 on Steam Much better than the first game in many ways and worse in some. In terms of graphics, story, gameplay and scope, Psychonauts 2 is a huge step-up from its predecessor. The combat is much smoother and more intuitive, the world is bigger and more interesting, there are more abilities to choose from, etc. The story starts slow but gets super interesting in the second half and it only gets better from there. The only thing I don't like about this game is the sheer number of cut-scenes that interrupt your gameplay every 5-10 minutes. They are very well done and fit in very well and there's no rough transition, but being interrupted so often was quite vexing. Another thing I missed from the first game was the edgy humor. This game is also quite funny and witty but much less so than the first one. I guess they had to tone it down for a more "modern" audience. I also found many of the memory vaults vague and thought they were simply retelling what had already been explained in the game. In other words, I learned nothing new or shocking from them. In the first game, you always learned deep dark secrets from memory vaults. All in all, Psychonauts 2 is an amazing game and I highly recommend it.
  • Recommended Posted August 17, 2025 on Steam Almost 4 years late, and I'm mad I didn't buy it sooner. Genuinely one of the funnest gaming experiences from start to finish I've ever had. I can't really find any flaws with the game; everything just worked. The art direction, the creative level designs, the dialogue (and accompanying voice acting), how seamless and smooth the gameplay mechanics felt, the story and writing, the overall polish, and pretty much everything. A delightful, charming, worthwhile, 'psychonautic' adventure that will leave you wanting more (and people do want more).