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Psychonauts 2 review: a single-minded delightHold on to your frontal lobes, kids

Hold on to your frontal lobes, kids

A shot of Raz, the protagonist of Psychonauts 2, pulling a cool action pose in his orange goggles. The RPS Bestest Best logo is in the top left

If only my own mind could be filtered through the creative processes at Double Fine Productions and emerge as a level inPsychonauts 2. In their hands, it would become a fabulous riot of colour and whimsy, with even the darkest corners seen as works of strange beauty. Diminutive psychic spy Raz Aquato would probably pinball around a giant rockpool that somehow represents my relationship with my grandparents.

Psychonauts 2 Review | A More Mature Story With Incredible, Zany EnvironmentsWatch on YouTube

Psychonauts 2 Review | A More Mature Story With Incredible, Zany Environments

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As Raz, you dive into the founders' heads, with a few other cranial diversions along the way, to figure out what happened all those years ago, and where Maligula actually is. It’s this setting that allows the levels to hit such rich veins of cartoony weirdness, as you’re platforming around a metaphor for someone’s relationship with their mother, and have boss fights against the fear of being abandoned, or guilt or over past actions. A feast for the senses indeed.

A level landscape in Psychonauts 2, a world of green and yellow towers made of strange plants and stacks of amps. In the distance is a giant statue of a person whose entire head is a giant eye. They’re holding a green violin

This new and improved version of Psychonauts has a slightly more cohesive story, and takes a more careful angle on things. It’s still funny, with the art style and writing giving it Tim Burton via 00s Cartoon Network. The editing also makes use of jump cuts and crash zooms to great effect, too. But Psychonauts 2 approaches serious themes more thoughtfully than before. An aquatic garden, full of plants that look like martini glasses and bottles of liquor for platforms, represents a parents' secret alcoholism, for example. But these levels don’t come accross as crass - a balance is struck where you’re not exploring these events in detail as they happen, but instead navigating the impression they left. As such you can enjoy the brain worlds without feeling guilty, and while appreciating the overall message that, y’know what? Most people are dealing with some shit.

What’s on the menu?I know you’re all about the menus in Persona 5, but I really love Raz’s little project book. Here he records all the minds he’s been in, what he should do next, and keeps the little maps of places - like the Questionable Area, a kind of tourist destination.

The in-game map for the Questionable Area in Psychonauts 2, styled to look like a leaflet map of a family holiday park destination

In this way Psychonauts 2 is a bit lesswackythan the original, and sidelines some of the more bombastic characters carried over from the first game, like Agent Nein and Coach Oleander, in favour of a more balanced cast of interns and staff who are a bit less memorable (aside from Sam, who is extremely memeable). They occasionally all come together to help Raz out, but for the most part you’re on your own. Not that Raz isn’t tooled up for a fight, as he comes with an arsenal of mental powers to use. You start with Levitation, Telekinesis and a Psi Blast that operates like a gun, as well as Pyrokinesis to start fires. As you go you unlock more, including the power to slow down time or warp between errant little floating thought bubbles.

The big neon octopus - it’s actually a Luctopus, and is the result of Raz accidentally convincing someone that gambling is totally a good idea.

The Luktopus boss fight in Psychonauts 2, a giant octopus covered in bright neon lights, holding a hand of cards in two tentacles on either side.

In fact the exploration and platforming was both more of a delight and a challenge for me. Though I got on with it much better than the original Psychonauts, I still found Raz’s jump a bit hard to wrangle at times, though the elbow room for grabbing ledges or moving hazards is very forgiving. The same abilities you use in combat are all also used to switch up the platforming, and encourage you to replay levels and explore to find secrets (especially collectibles like the Emotional Baggage, a bunch of weeping hatboxes and handbags hidden around levels). Burning a poster or painting might reveal a secret room, for example. You’re given a list of optional scavenger hunt items for extra intern credit, which includes stuff like old sushi and a human skull.

Ultimately, this is why Psychonauts 2 is so good. It is playful. It’sfun. It’s climbing inside a giant wedding cake, riding flying letters, taking part in a giant cooking show with eggs that are excited to be boiled kind of fun. What more, on this planet, at this time, could you possibly want?