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About the game

Psychonauts 2

Platform-adventure

Raz inspects a brain in a jar.
Psychonauts 2 · Game artwork

About Psychonauts 2

Newly arrived at Psychonauts headquarters, young agent Razputin Aquato finds the psychic organisation unsettled and faces a threat within its ranks. He moves between the Motherlobe and other hubs, then enters minds where platforming, combat and psychic abilities turn thoughts into paths, hazards and encounters.

Razputin Aquato has reached the organisation he has long wanted to join: the Psychonauts, an international group of psychic agents. The achievement quickly becomes a new assignment. The agency’s leader, Truman Zanotto, has changed since being kidnapped, and someone inside headquarters may be working toward the return of the dangerous psychic Maligula. Raz is a new intern among experienced agents, so the story pairs his enthusiasm with the organisation’s strained internal situation. Lili Zanotto, Truman’s daughter and Raz’s friend, is part of the circle around him, while Sasha Nein and Milla Vodello remain familiar senior agents. The mystery supplies a reason to investigate, but the adventure also follows the people and ideas Raz encounters by entering minds. Rather than another training-camp arrival, the sequel places Raz inside the Motherlobe as a new intern amid the uneasy staff and a fresh conspiracy.

The Motherlobe headquarters serves as a walkable hub between major assignments. Raz can pass through the atrium and offices, speak with agents, check what is available and visit the Otto-Matic, a shop for psychic equipment and upgrades. Outside the building, the Quarry gives the headquarters a larger surrounding space to cross, with paths, rails, ledges, trampolines, vines and water routes. Other areas such as the Questionable Area extend this hub-style exploration beyond the office. These spaces bring together ordinary platform movement and psychic traversal: Raz runs, jumps, swings, grinds along rails and rides his levitation ball to cover gaps or reach higher routes. The Thought Tuner, a gadget Raz receives from Otto, detects stray thoughts; following its signal reveals Mental Connection nodes that lead toward thoughts or discoveries. Hubs therefore work as places to meet characters and pick up leads as well as routes that open into further exploration.

When Raz dives into a character’s mind, the scenery turns into a stylised construction of that person’s thoughts and experiences. The sequence of levels includes spaces such as Hollis Forsythe’s classroom and the Sensorium associated with PSI King, each with its own visual language and platforming arrangement. These are designed as traversable environments: Raz moves across platforms, bounces from springy plants, swings from bars, follows rails and uses powers to cross gaps or clear obstacles. A mind may include side rooms, detours and collectible objects alongside the route forward. The collective unconscious provides a way to revisit minds as further abilities become available, letting Raz reach details that earlier visits kept out of reach. This structure makes a character’s inner world an active level to move through while the investigation develops in the headquarters and outside areas. It also keeps exploration tied to Raz’s expanding skill set rather than treating each mind as a simple cutscene.

Raz inspects a brain in a jar.
Raz inspects a brain in a jar. Official game screenshot; copyright belongs to its respective owners.

Raz’s psychic abilities connect combat to traversal and puzzle solving. He begins with powers he learned before the sequel, including Telekinesis, PSI Blast and Pyrokinesis, which Double Fine describes as returning abilities redesigned for this game. Levitation lets Raz roll or surf on a floating ball, building momentum for jumps and giving him a way to control a fall. Mental Connection lets him move between linked thoughts, creating routes through connected ideas and, in combat, ways to approach some targets. Other abilities include Time Bubble, which slows selected moving targets, and Clairvoyance, which reveals a view from another character’s perspective. Eight abilities become available across the adventure, and Raz assigns four to quick-access slots at a time, changing that selection as the situation demands. Enemies and environmental barriers can call for different tools, so switching powers is part of the active encounter.

Intern progression links optional discoveries with ability improvements and shop choices. Collectibles such as PSI Cards, Figments and Nuggets of Wisdom can raise Raz’s Intern Rank; ranks provide Intern Credits that he can spend on power upgrades. At the Otto-Matic, Psitanium buys supplies and equipment, including Pins that modify powers and Cores used in the rank-up system. Other discoveries include Emotional Baggage and its tags, Memory Vaults, Half-A-Minds and Supply Chests. These have different roles: some contribute to rank or health capacity, some pair a tag with its matching bag, and some add memory details or supplies. The Thought Tuner can guide Raz toward otherwise hard-to-spot mental connections. Otto B.O.N., a fast-travel device, connects selected points and expands its destinations as Raz discovers more areas. Returning after learning a power can open a route that was previously out of reach. Progression is divided between what the player finds in the environment, the ranks they earn and the choices made at the shop.

Combat encounters place Raz among psychic manifestations with different behaviours, and his answer depends on his equipped abilities, movement and timing. He can strike at close range, fire PSI Blast, use Telekinesis to handle objects or employ powers such as Pyrokinesis and Time Bubble where the target allows. Raz’s health is shown through brain-shaped units; PSI Pops restore health, while a Dream Fluff can revive him when his health runs out. Enemies and destructible objects can yield Psitanium or other pickups, which connect combat to the economy without replacing the need to choose powers carefully. Away from fights, the same abilities let Raz burn obstructions, manipulate objects, slow moving hazards or travel with levitation. The game alternates the Motherlobe’s conversations and offices, outdoor hubs with branching traversal routes, and minds built around particular characters. Each space supports a different part of Raz’s work as an intern: asking questions, following thoughts, crossing difficult terrain or resolving a psychic disturbance.

Raz faces a huge green eye in a surreal landscape.
Raz faces a huge green eye in a surreal landscape. Official game screenshot; copyright belongs to its respective owners.
Developer
Double Fine Productions
Genre
Platform-adventure