Review

Psychonauts 2 Review -- Mind Over Matter

  • First Released Aug 25, 2021
    released
  • XBSX

Psychonauts 2 does more than just fill the shoes of its beloved quirky predecessor, it sets itself apart as a classic in its own right.

Sixteen years ago, Psychonauts made a cartoonish, comically lopsided world feel believable and weighted thanks to its loveable characters and earnest storytelling. Now, Psychonauts 2 builds upon this foundation to reach ambitious new heights, while equally deepening its roots to impressive depths. It takes already well-realized characters and makes them more complex, even if that means traveling to the darker corners of their minds.

It's a dazzling display of Double Fine's signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness. Psychonauts 2 does more than just fill the shoes of its beloved predecessor, it sets itself apart as a classic in its own right.

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After a snappy catch-up for newcomers, the story picks up only days after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. 10-year-old psychic-prodigy Razputin Aquato (you) has saved the leader of the Psychonauts, Truman Zanotto, from the grips of dentist/amatuer brain surgeon Dr. Loboto.

In an effort to discover who hired Dr. Loboto to kidnap Truman, Raz and the other Psychonaut agents--Sasha Nein, Milla Vodello, and Coach Oleander--enter Loboto's mind, only to uncover a far more menacing antagonist has been pulling Loboto's strings: Maligula--a great enemy of the Psychonauts. Maligula was assumed dead after a great battle that, tragically, also left one of the Psychonauts' most acclaimed members, Ford Cruller, traumatically scarred and mentally broken. This leads the Psychonauts to believe there is a mole within their operation, and in order to unpack the mysterious return of Maligula, Raz must enter the minds of the Psychic 6, the founders of the Psychonauts, to piece together a dark, hidden truth.

What unravels is an unexpected turn of events, with a story constructed and driven by the misjudged choices of its characters; it's a heady theme that remains constant, and is hammered home through Raz's own mistakes early in the game. Raz learns a few new abilities, one being Mental Connection. This can be used to interconnect a person's thoughts, which creates new forms of traversal for the player, and can even be used to completely change a character's mind. However, when Raz uses it to completely change the view of a mind he inhabits for his own benefit, he is forced to reckon with the consequences and carry the burdens of them.

The narrative events are intertwined with a spectacle of platforming and action. As I jumped, climbed, and punched through the inner mind of this character, I was able to see it from two different perspectives: as it once was, and then how dramatically morphed it had become based on Raz's mistake. The level I was once familiar with was re-contextualized through a completely different lens to reflect the changed mind.

Everything about Psychonauts 2, from its environments, to its history, the Psychonauts themselves, its enemies, and mechanics, all work in tandem and feel wholly realized. It feels rich and dense with detail, and it's all defined by its eclectic cast of characters. It's bewildering to step back and take it all in at times, but thankfully its quirky and colorful world makes it as disarming as it is a joy to ingest.

As you bounce through the minds of characters, each level's concepts and artistic direction is reflective of the mind in which it takes place, often putting mental conditions like addiction, PTSD, and anxiety front-and-center in a lighthearted manner that doesn't demean them, but rather treats them in an approachable and empathetic way.

One level in particular features depressing themes and undertones of excessive drinking as a design motif. The level takes place on a big open sea to sail across, with sandy islands to visit and a beautiful clear sky overhead. The moment I stopped to take it in, however, I realized the trees were shaped like bottles, and platforms were beer cans, and the rails I grinded on were drinking straws. Suddenly, the bright colorful world I gleefully jumped through was instilled with a very different and serious tone--one that could go missed if I didn't stop to take it in.

It was all nuanced, balanced with bizarre and quirky conversations, but bookended with a serious look at someone's inner struggles, with the intent of better understanding who they are as a person, and why. With every twist and turn, the level added a completely new layer to the mystery of Maligula and the past of the Psychic 6, leading to some unpredictable revelations.

[Psychonauts 2 is] a dazzling display of Double Fine's signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness

While its representation of mental conditions may be complex, engaging with the game isn't and Psychonauts 2 is truly a joy to play, with its action and platforming returning from the first game, albeit much more fine-tuned and streamlined. Many abilities from the original will be familiar to returning players: Telekinesis, PSI Blast, Pyrokinesis, and Levitation, all of which have been given a welcome overhaul.

Telekinesis, for example, now operates more closely to how it functions in Remedy Entertainment's Control, where items nearby will automatically come to you, making it easy to launch them at an enemy; Pyrokinesis forms an area-of-attack bubble to better visualize its execution; and PSI Blast has a cooldown rather than having to collect ammo. All of these quality-of-life improvements make Psychonauts 2's combat feel tight and refined, especially with the addition of a dedicated dodge button.

Abilities can be upgraded by ranking up, which itself is done by collecting things: Nuggets Of Wisdom, Figments of Imagination, or PSI Cards. Thankfully, collecting doesn't come off as a chore--it often comes naturally in the exploration of the level, making it feel more like a natural progression. If you opt to seek out 100% of collectibles, it certainly does lean into the menial design philosophy from collect-a-thons of yesteryear, but the optional nature of this meant it was never a bother and didn't stunt my progression in any way.

Psychonauts 2 features mainstay enemies like the Censors (who remain damage sponges), but it also introduces an array of new enemies like Regrets--flying creatures that carry a heavy weight to drop on you. With the introduction of each new enemy, I was conditioned to change my playing style, often switching out abilities to control the onslaught. Out of the eight abilities, you can have four at a time assigned to the shoulder buttons. It was a bit overwhelming at times to occasionally reassign all my abilities to handle certain enemies, but after some time, it became intuitive to assign a rotation of powers. Thankfully, the cadence of learning new abilities is well-paced throughout the game, giving me enough time with each one to fully understand their use.

Most impressive is Double Fine's interlacing of conceptual design with its enemies--like using feelings of regret, doubt, and enabling--as literal interpretations for enemy types, which is an example of how Psychonauts 2 harmonizes serious concepts with whimsical delivery to present a cohesive and impactful whole.

But no matter how good its level design is, or how imaginative its concepts get, some of the level-concluding boss fights fail to reach the same heights. Some are better than others--the vomiting hand puppets from Compton's cooking level are a standout fight--but not all of them stick the landing. More often than not, fights involve a towering enemy throwing projectiles at you while you fend off hordes of enemies, and the formula rarely changes. Mechanically they're fine, but can be rather cliche in comparison to its otherwise inspired levels.

Thankfully, even after some less-than-favorable conclusions to these levels, what then awaits is a welcome degree of freedom and exploration. Between each level, I was given the chance to explore the world, tackle levels at my own pace, talk to its many characters, or do things completely out of order.

Exploring the hub areas, which are broken up into four sections, is a distraction from the main quest but a delightful one. With no waypoints to clutter my screen or lead me, exploring felt organic, and driven by natural intrigue and my constant curiosity to see what was around every corner of the bustling Psychonauts HQ, or to climb to the top of the trees in the woodsy Questionable Area. I was often completely sidetracked finding PSI Cards, scavenger hunt items, or even just hearing Raz's commentary on the environments around him.

Hub areas all felt thoughtfully designed and tailored to incentivize natural exploration, with identifiable characteristics that made it a breeze to navigate. I never once had to use a map through the many sprawling open areas, nor was I ever lost or confused as to where I was--a testament to the game's distinct art direction. Exploring and wandering around is a standout highlight, and a lot of that is owed to characters you meet along the way.

Whether it was one of the other interns, like Sam Boole making questionable pancakes in the Lumberjack Diner, or the lonely obnoxious receptionist at the Psychoisolation chamber, there's never a wasted line or interaction. Psychonauts 2 is bursting with a diverse cast of characters, with representation that deserves to be held on a pedestal.

Every interaction deepened the world, and the introduction to Raz's gypsy circus family, the Aquatos, is the cherry on top. Meeting other members of his family and getting more time to talk to his father gives rewarding context to Raz's past, and the family that was relegated to murmurs in the previous game. Chatting with his family is charmingly relatable--even embarrassing at times (as having your gypsy circus family crash your time at a psychic secret organization should be).

Additionally, each area is given exuberant life thanks to composer Peter McConnell's musical diversity, hitting tones of jazzy mystery in parts of the Motherlobe, while exploring a campfire-fueled bluegrass jig in the Questionable Area. Still, McConnell subtly inserts interlacing melodies throughout, making it all cohesive and whole, despite the many different styles on display.

No Caption Provided

The game packs a lot in its 15-hour runtime, but the result is something that feels carefully considered, tailored, and deliberate in everything it gave me, from the story to its gameplay to its exploration to, of course, its writing. No two levels were the same, each bursting with imagination, whether it was climbing a lighthouse entirely made up of strands of hair, or the constant reimagining of level design based on a character's psyche--the variety never ceased to inspire me.

After the credits rolled, I sat satisfied, having gone on a roller coaster of unhinged creativity, emotional storytelling, and unforgettable characters I hope to see again in the future. During my time, I grew attached to every character, and I knew it'd be hard to move on from its world, which is why I was very thankful to see the world remained open to explore, with characters to talk to, and new conversations to be had after the main story had concluded.

On the surface, Psychonauts 2 is an engaging, ambitious, honed-in take on colorful 3D platformers. However, the most rewarding aspect hasn't just been mastering its platforms or combat, but peeling back the layers to see what's beneath it; to take a closer look at its characters, the depth of their struggles, fears, and regrets, all of which serve as the game's foundation. It's an emotional, hilarious, and, at times, devastating story, but a story about forgiveness and second chances. It's an astonishing achievement in nearly every regard and the quintessential display of Double Fine's mastery in story, gameplay, and distinct direction, making it the studio's best game to date.

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The Good

  • Phenomenal character writing that serves as the basis for the world
  • Deliberate, thoughtful, and endearing approach to serious topics of mental conditions
  • Inspiring display conceptual design, writing, and art direction working in tandem
  • Platforming and combat are joy to play

The Bad

  • Some boss fights feel more like a speed bump rather than a satisfying conclusion to a level

About the Author

Kurt is not the Milkman, but he played 20 hours of Psychonauts 2 on his Xbox Series S, and plans to play it many more times in the future. Code was provided by the publisher.
128 Comments  RefreshSorted By 
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Vodoo

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I've been playing this though Gamepass Ultimate and I gotta say... It's pretty boring and slow moving.

There's VERY few enemy encounters, the platforming is a little off because it's harder to tell how far things are away with all the weird stuff in the background.

I like the art style and effort that went into it.... Just not a very eventful game.

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r3dr3dh0t

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Edited By r3dr3dh0t

This should be a 10, what a fantastic game it is!

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rancid36

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Played this game years ago and recently picked it up again for the PC. What a joy to play again (wanted to play the original again before picking up the new one). Funny stuff!!

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Foxhound1982

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Edited By Foxhound1982

Most importantly. Does Vernon Tripe feature in this sequel? His fascinating tales of him and his dog "lady"?

"First we walked to the end of our street,

Then we turned left,

Then we turned right,

Then we just stood still for a while,

And then we turned right,

Then we were attacked by bees,

...Did I mention the gopher"?!

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Kizza_Soze

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$5 basket for this game. $90 for PS4 digital...LMFAO. Naaaah....

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LarryE

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No one ever makes note of the consistently excellent voice work. It’s the casting and direction of Khris Brown, the secret weapon of Double Fine. Every game she’s worked on is like that.

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sippio

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i liked Psychonauts but there's no way that game or this sequel is a ' 9 '

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wepeel

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@sippio: Why not? They're both superb, extraordinary games, easily better (and more original) than 90% of the games and franchises out there.

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johnny0779

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It's impressive that Double Fine was able to recapture the magic of the first game 16 years later....not many developers can say the same.

Congrats Team Xbox!

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dmblum1799

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ACG also gave this title a glowing review, but I hate platformers. It's so 8th grade when I first played Donkey Kong.

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itchyflop

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Edited By itchyflop

@dmblum1799: what is your preference?

A wide gaming experience is key to me, variety.

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ZeroTheHero

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Graphically this should be docked points than a 9/10 does not look like current or next gen title

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johnny0779

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Edited By johnny0779

@zerothehero: That's the type of art style the game uses.....many games like Ratchet and Clank or SackBoy still carry the same art style from the PS3 days just in 4k resolution.

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Kizza_Soze

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@johnny0779:

In fairness you are both right, as it is the art style, but even so, this art style could have been waaay more eye candy & special looking....but as I said, in fairness, I truth be told this game was well underway by a low budget, indie studio before MS's acquisition so not much in the way of graphical improvements happened obviously.

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BloodborneLore

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Edited By BloodborneLore

@johnny0779: Uh… Ratchet and LBP have always impressed with their graphics. They’re quintessential examples of GOOD graphics. Not examples of a weak standard. Art style has nothing do with it and nor does it excuse the way it looks.

We’re in Generation Nine. New Ratchet doesn’t look Gen 7 or Gen 8. Seriously, take off those rose tinted glasses and imagine what Sony coul have done with this.

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xNSHD

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@zerothehero: if graphics are the most important thing to you in a game then maybe you should find a new hobby. games can look stunning without going for photo realism.

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BloodborneLore

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@zerothehero: Same goes for everything that isn’t Sony, Stalker 2 or FH5. Everything else looks totally last gen, not even up to GOW standard or even PS3-generation level of craptastic. Gameplay should improve with EVERY SINGLE GENERATION!!!

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death_burnout

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@bloodbornelore: People like you actively hurt this industry with those expectations. Expectations of something that is ultimately immaterial to the actual game.

Though, your last sentence confuses me, so I don't know what point you're trying to make.

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BloodborneLore

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@death_burnout: That’s quite a statement from somebody admitting ignorance on what I actually said.

Talking about confusing statements… wtf are you on about with me hurting the industry? Lol. How?

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Ashleycrumb

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@death_burnout: No he doesnt. He's like...15, and his comment has 2 upvotes (one of which is clearly him). He can't "hurt" anything. That would require people to care about what he has to say : D

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BloodborneLore

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@ashleycrumb: Your reaction conveys how little you understand, yet apparently I’m 15 due to your lack of understanding? 🤔 How does that work?

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xNSHD

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@bloodbornelore: so everything needs to go for the photo realistic graphics style now to be considered a 9?

honestly this game looks like more FUN which is what games should be not just visual spectacles than anything Sony has put out in the last 5 years.

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BloodborneLore

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@xnshd: Allow me to clarify without you saying anything more incorrect. There is an expectancy for how games look when jumping forward a generation, yes, absolutely. Should that effect gameplay score? Of course not. Please don’t presume such stupidity.

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xNSHD

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Edited By xNSHD

@bloodbornelore: im stupid yet you're the one spouting utter nonsense about graphics. not every game has to be photo realistic like RDR 2, psychonauts is actually a really nice looking game if you would just get off your sony high horse and actually play the game.

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BloodborneLore

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@xnshd: “I’m stupid”

~ Agreed. Remember, you said it.

“yet you're the one spouting utter nonsense about graphics.”

~ There’s nothing nonsensical about an industry and generational standard for visuals and presentation. It’s a tough market to survive in. Reaching for the standard has a strict time limit whereas redefining the standard is costly.

“not every game has to be photo realistic like RDR 2”

~ Man, gotta love your straw-pulling “photo-realism” presumption. That’s not what I said at all.

“ psychonauts is actually a really nice looking game if you would just get off your sony high horse and actually play the game”

~ And I’m sure it’s especially great for those who can’t buy a next-gen system yet. What’s also good is you don’t need a next-gen system to play it and nor does one expect to buy one for a game like this anyway. Personally, I loved the first game and I’m more inclined to go back and finish that one.

I must say, I didn’t call you stupid, just what you said was stupid, because it was, and look at how you’ve reacted. Look below at me very, very simply answering why a company might want to go multiplatform, then at the fanboy rage that erupted from that answer. Seriously, you encourage each other. I don’t go online and act like that. It’s like you see the BloodborneLore name and suddenly get defensive about what I’m saying. It’s weird for me but I honestly don’t mind. I can have a good discussion even if others aren’t enjoying it.

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xNSHD

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@bloodbornelore: you can quote people out of context all you want, all it does is make you look even more immature.

you explaining why a company would maybe want to go multiplatform, im guessing that only applies to microsoft and it's studios right, not sony, no reason at all why sony should let any of its studios go multiplatform is there.

you don't need a next gen console for any game right now really bar maybe a few only on next gen systems but if you want the best experience then yes you get the next gen system

thats like saying you don't need a 30 series graphics card because you can run it on a gtx 750.

grow up dude, your boring.

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BloodborneLore

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Edited By BloodborneLore

@xnshd: I’m not quoting you out of context. But I’m all ears to learn if you seriously think I’ve made a mistake there.

The logic would apply to any studio looking to gain more sales.

Your reaction to such logic is laughable and you have nothing to say but “I don’t like you or what you’ve just said.” So if that’s all you have to communicate, then that’s that. It’s fine. Really. The game is multiplatform anyway. So you arguing the reality of the situation is just futile. It doesn’t matter to me or anybody and to anyone who it does matter to, that’s just sad. So what if it’s not an exclusive?? Come on, bruh, you calling me boring? Lol. Okay, mate. Whatever you want to believe.

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xNSHD

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@bloodbornelore: well lets be honest according to you you're never wrong or make a mistake. i havent been arguing the fact its multiplatform im fully aware it is. yet im also fully aware microsoft don't care about sales of games directly they care about subscriptions because like it or not thats the future of games.

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BloodborneLore

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Edited By BloodborneLore

@xnshd: Yes, let’s be honest. That’s my rule. I post online and peak my words to people with complete honesty as my general policy. SO… you were lying about me making a mistake? If I’ve made one then I’ll own up to it but making crap up just shows how desperate you are. Yes, it’s a multiplat. Get over it. And you have the nerve to call me boring…

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xNSHD

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@bloodbornelore: you have never owned up to such a thing in all the time i have seen you commenting on this website, according to you, you are always right and the people who are responding to you, which is often numerous people are always wrong.

strange, if you are to be believed and that you aren't wrong then everyone else on this site is completely wrong yet you are the only one who is right. get out your arse dude you got some growing up to do.

like i said don't care its multiplat i can still play it and play it in a better level of performance for that matter. so nothing to "get over" with it being mutliplat from me, playstation fans can enjoy the hell out of psychonauts 2 for $60 for all i care, ill just play it with my subscription thats already paid off for the next 2 years.

and yes your boring.

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BloodborneLore

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@xnshd: Lol. “My” boring? You’re the one who is boring.

Own up to what? Lmao @ your BS accusation. You got nothing. Except “you don’t understand things but I’m not telling you what!” Right, mate. Whatever.

You talk about me being right and wrong or whatever and here we are, I’ve just caught you lying. Lmao. What mistake did I make? You still haven’t clarified this.

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xNSHD

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@bloodbornelore: you said you would own up to being wrong yet you never have, so according to you you have never been wrong. atleast while i have noticed you posting on this site.

i literally just told you in one of my replies that you made a mistake thinking i care about psychonauts being multiplat. please read and be able to comprehend what i have said to you before you do a hasty reply to me and try to me smart.

also my your boring comment really got to you hasn't it. they do say the truth hurts though soooo....

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BloodborneLore

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Edited By BloodborneLore

@xnshd: I’m asking you to state what this mistake of context even is. Or if you’re desperately making up crap.

You didn’t like me breaking up your reply like that. Right? Where’s the honesty gone?

It’s “you’re”. That’s what I was trying to convey. I want you to figure this out for yourself. SMH…

This all comes from you thinking what I said about graphics had to be photo realistic. You’re too presumptuous. That’s why you keep making mistakes. And how I haven’t made any. 🤷‍♂️

One day, I am going to make a mistake on here. Not that you’ve been able to find one. Still… good luck in the future in trying to find one. I won’t care. I’ll own up to it.

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xNSHD

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@bloodbornelore: i told your mistake if you don't want to acknowledge it then thats your decision.

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BloodborneLore

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@xnshd:

🎵 Psychonauts is a multiplat, a multiplat, a multiplat.

Psychnauts is a multiplat. Yes. It. Is. 🎵

😊

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xNSHD

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Edited By xNSHD

@bloodbornelore: good for them.

"psychonauts" by the way. there is the mistake. oh dear.

ill just leave it at that, im sure i will see you pop up in the next xbox related post that upsets you.

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BloodborneLore

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@xnshd: Thank you for pointing that out. I obviously rushed that second line.

Actually, I would like to change my response to this: “Whaah, by your logic, why don’t Sony just release all their titles on Xbox.” Nah… I have more pride than that.

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xNSHD

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Edited By xNSHD

@bloodbornelore: nope, perfectly happy playing my playstation games on my ps5 and my xbox games on my series x.

even if i just had one of the consoles im not that entitled to think that just because i want something that a company should then go and release its games from its own studios on the competitions platform, even for "more sales" because that logic is true of any exclusive. it would have more sales on more platforms.

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BloodborneLore

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@xnshd: Good last paragraph there. I agree with it. Here’s a mistake I once made: I once bought a 360 for Bioshock, not knowing it was a timed exclusive. I won’t be making that same mistake for Stalker 2, but I digress, I own a Series X. I’m not sure buying an Xbox is worth it just to play Forza but at least I got one for free last year thanks to my work at Vaati. ;)

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johnny0779

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Edited By johnny0779

So this might be one of the few left Xbox obligations on releasing on other platforms.

That explains why Microsoft decided to release it on PS4 and NOT on PS5.

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sladakrobot

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Edited By sladakrobot

@johnny0779: Double Fines kickstarter promises were a PS4 version back then and MS respects that deal.

MS of course doesnt feel obligated to deliver a PS5 version after they bought Double Fine.

The Xbox One S versions runs as good(or as bad) as the PS4 version.

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johnny0779

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Edited By johnny0779

@sladakrobot: Well according to GameRant the Series S version of the game runs better than running it on PS5.

https://www.google.com/url?sa=t&source=web&rct=j&url=https://gamerant.com/psychonauts-2-ps5-version/amp/&ved=2ahUKEwjYkczc98fyAhWsnOAKHT_YDU8QFnoECFQQAQ&usg=AOvVaw3cuWeFR5LXtK1hk_HTeswP&ampcf=1

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deactivated-64efdf49333c4

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@johnny0779: It is releasing on PS5, just not natively. Obvious attempt by MS to circumvent a release by sticking only to the literal contractual obligation of what it means to release a game on a platform rather than any real attempt to honour their agreement (of course all of the big three do this, so don't get all fanboy on me).

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johnny0779

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Edited By johnny0779

@Barighm: it's technically the PS4 version running on PS5...

Double Fine has confirmed to Australian website Well Played that Psychonauts 2 will not have a native PlayStation 5 version, and although PS5 owners will be able to play the game in 60 frames-per-second via backwards compatibility, there will be no HDR support and the maximum resolution will be 2560 x 1440p.

Source: PlayStation LifeStyle

https://www.google.com/amp/s/www.playstationlifestyle.net/2021/07/20/psychonauts-2-ps5-not-native/amp/

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