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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deactivated-64efdf49333c4

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Why is GS listing the game as Xbox only? Its a multiplat title. Other publications are listing it properly.

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johnny0779

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Edited By johnny0779

@Barighm: According to reports the PS4 version is quite inferior....that might be why

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deactivated-64efdf49333c4

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@johnny0779: Only because MS is withholding certain enhancements (please, don't deny they do this...we know they do) to the Playstation version of the game since there is absolutely no good reason why the Playstation version can't have HDR or VR.

And quit exaggerating. The game runs at 1440/60fps on PS5 in BC mode which means a native PS5 version should run higher resolutions just fine if MS wasn't being a dick about it. PS4 version is pretty standard at 30fps, but I imagine that would be typical of any last gen platform.

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xNSHD

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Edited By xNSHD

@Barighm: oh so now MS are being dicks for basically doing what they said they would do which is honor past contracts from games already in development at the time of studio acquisitions.

double fine confirmed a PS4 version, microsoft honored that PS4 version hell they even let the game run at 60fps on PS5 which lets be honest they didn't need to do they could have had it just running the standard ps4 code with no frame rate boost at all.

not once did double fine confirm a PS5 version so microsoft have done exactly what they said they would do. hell if sony made a competent console that had good back compat with a smart delivery style upgrade path instead of games needing a native PS5 version then maybe it would have been a better version on the PS5 instead of just the PS4 pro version.

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keiser69

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Edited By keiser69

@Barighm: I wouldn't say they are withholding enhancements. They arent paying for those enhancements to be made in the first place. And who can blame them. Why would they make the PS5 version if they are not contractually obligated to ?

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xNSHD

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@keiser69: because sony fans feel like microsoft owe them something so should do it but wouldn't expect the same from sony. they are more than happy to brag about timed exclusives yet when microsoft honor a contract and release the game on their system they expect more.

cheeky bastards those sony fans :)

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BloodborneLore

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Edited By BloodborneLore

@xnshd: Your anger has made you completely forget what the OP said. No, they’re not being dicks, just listing it as Xbox only when it isn’t.

It’s like they think loads of people are going to rush out and buy a last-gen console. Lol.

Why not have a gander. A quick read through the quality of my posts then look at the likes people receive when cantankerously responding. This thread is all fanboys on one side and all normal gamers/critics on the other. Defensiveness is through the roof on this page. Thank you for participating. The gaming community sees all.

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xNSHD

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@bloodbornelore: the furthest thing away from angry dude. no they don't think people will buy a last gen console they don't care how you play it.

you sir are quickly becoming the new johnny0779 on this website.

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BloodborneLore

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Edited By BloodborneLore

@xnshd: You couldn’t be more wrong. I disagree with Johnny on a whole bag of stuff but it’s not like I get much conversation out of him either.

I ask why to most statements I don’t understand and I ask how or what happened to the events of a serious accusation. I ask questions and some people don’t like me asking them. I’m not going to stop being inquisitive just because it happens to hurt others, which honestly, I find very provocative. :D

I’m merely pointing out the way you react to the fact that Psychnauts 2 is a multiplatform title. That’s all.

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xNSHD

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Edited By xNSHD

@bloodbornelore: my point wasn't about you agreeing with johnny it was more about you being so much of a fanboy you are considered a troll. just like him.

you seem to not understand alot of statements considering you are always commenting to people you disagree with. if you don't understand all these statements then thats a reflection on you more than the posters i think.

i haven't reacted to psychonauts being mutliplatform. i couldn't care less its on playstation, i can still play it on pc or xbox and it's not gonna cost me $60 for the privilege.

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BloodborneLore

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Edited By BloodborneLore

@xnshd: First you say I made a mistake about the context of what you said and now you’re saying I don’t understand general statements? Without any evidence? I call complete BS on that one. Let’s hear you explain this then. What have I misunderstood? I have discussions with people on here but that doesn’t mean I’ve misunderstood something. Come on. Wtf have I misunderstood?

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xNSHD

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@bloodbornelore: well for one that i according to you seem to care that its multiplatform which i couldn't care less about.

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BloodborneLore

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@xnshd: Nope. You were whinging about why it would be multiplat so I just provided a very logical answer. For the sales. I realise now that what I should have said was just this. “Well… it IS a multiplat.” And just left it as that. Looks like you’re well triggered now! :D :D :D

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xNSHD

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@bloodbornelore: speaking of triggered. you're boring.

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BloodborneLore

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@xnshd Ahah, you can’t go back on it now… unless you go and edit all your posts. ;)

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xNSHD

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Edited By xNSHD

@bloodbornelore: same as you with psychnauts. :)

we all make mistakes, even you, i know its hard to come to terms with this fact but yes even you make mistakes.

you can fix mistakes however, nothing can be done about being boring though. sorry. don't know the cure for that.

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BloodborneLore

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@xnshd: A spelling mistake? That’s all you got after “your boring”? Lol.

Do better.

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BloodborneLore

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@keiser69: For three times the sales than if they didn’t.

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xNSHD

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@bloodbornelore: dont think microsoft really care about sales of a game on the PS5 even if it does bring them a bit more money. also this 3 times more sales is just speculation at best.

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BloodborneLore

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Edited By BloodborneLore

@xnshd: I’m saying more sales is a reason to go multiplatform. It’s just one reason. The quality of the product and it’s smooth production will always be evident in it’s level of presentation.

Also, it IS coming to PS4 so I don’t see why you feel the need to deny such a fact. Google it, why don’t you?

If you really think what I said is just speculative then why not speculate it? Consider the massive install base Sony has over Microsoft, consider PC, mobile, Switch and Stadia. Or not. I mean, it doesn’t matter whether you do or not because the fact remains: it is in fact a multi-platform game and fanboying about it to try and save a dying brand will do you no favours.

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xNSHD

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@bloodbornelore: when will you realise microsoft isn't interested in sales. its interested in subscriptions.

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BloodborneLore

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@xnshd: Because more subscribers means more software sales, dumby.

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xNSHD

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@bloodbornelore: no it doesnt HAHA!!

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BloodborneLore

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@xnshd: Excellent rebuttal 👌

I’ll let you do the math. I just hope this doesn’t mean a prolonged obsession with me.

As long as you’re alright.

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keiser69

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@bloodbornelore: By your logic Sony should release Spiderman on Xbox. More sales.

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BloodborneLore

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@keiser69: Was just answering his question.

Also, how’s a Sony game supposed to make three times the sales on a smaller install base??

If you want the mass commercial appeal of Spider-Man then just buy it. I know Microsoft can afford it. Can you?

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Edited By keiser69

@bloodbornelore: OK so why doesn't Sony release games on Switch? Its not technical limitations either since Doom Eternal and Witcher 3 run on it. It's not about sales for first party games it's about driving customers into your ecosystem. So there is no motivation for MS to bring Psychonauts natively to PS5.

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BloodborneLore

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Edited By BloodborneLore

@keiser69: No, I just answered a question about why a company would want to go multi-platform. The answer is: for three times the sales.

I am correct. So why presume there’s a bias in my answer? It was a straightforward answer in which you wish to reinterpret.

NOW everyone has to read your reaction and feel embarrassed about giving you a Like. Well done.

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sladakrobot

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Edited By sladakrobot

@Barighm: if Insomniac brings out Sunset Overdrive to the Ps5,4k 60fps,i really doubt Sony would move a finger to enchance the Xbox version

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deactivated-64a3ced8b46b8

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@sladakrobot: I absolutely get the point you're making, but I'm not sure it's a good comparison whereas Sunset is a 7 year old game. We're talking about a new, simultaneous release with Psychonauts.

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johnny0779

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@sladakrobot: Well said.

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tbird7586

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@Barighm: it's only next gen on Xbox that's the version he reviewed

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mogan

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mogan  Moderator

@tbird7586: The sidebar lists all the release platforms. Not sure why the header only says Xbox. Maybe the Xbox version is different somehow? Or maybe it's just an oversight.

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BloodborneLore

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@mogan: If there wasn’t Xbox bias from website to website, would the American brand even still exist? It’s fuelled by Faith. It’s a brand which exists on meaningless hype, unfathomable disappointment and a total disregard for anything modern. Ignorance upon modern gaming and all it tries to push… it’s an uphill battle for sure, to try and be the naysayers of the entire freaking industry.

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@bloodbornelore: disregard for anything modern. game pass says hello, thats modern and forward thinking whereas sony is still in the stone age of just upping the standard price of games to try and make more money.

the future is subscriptions whether you like it or not and sony is the one way behind the curve when it comes to that.

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keiser69

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@bloodbornelore: Wow you really take this console war stuff seriously huh. They were literally talking abou the game being listed as Xbox here on this site but you were able to turn that into "Xbox is bad" . Well done

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Edited By mogan  Moderator

@bloodbornelore: Whatever you want to believe, man. Doesn’t have anything to do with me.

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keiser69

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@mogan: This community sometimes makes me want to take up stamp collecting instead.

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BloodborneLore

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Edited By BloodborneLore

@mogan: Hey, maybe you guys think I’m totally nuts, but hand on heart, I believe that YOU as an individual and as a human being of this Earth should be able to take your 11 year old son (who sees you like you’re this Olympian God) to a place where he won’t be shot. You might tell me how I need to man up and not be so concerned about your pre-apocalypse but safety is important to any Father. I am responsible.

Imagine being a father in your country. Really imagine having a child. Do my concerns seem obnoxious to you now?

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mogan  Moderator

@bloodbornelore: Chill with with off-topic rambling and trying to turn everything into an anti-American rant.

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BloodborneLore

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@mogan: I apologise. Having two conversations at once here.

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MigGui

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@mogan: the header sometimes shows the system where the game was played for the review, sometimes shows multiple systems… it’s quite inconsistent, maybe due to different reviewers/editors fixing them up

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deactivated-64efdf49333c4

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@mogan: Maybe my browser is blocking the sidebar because I don't see anything like that.

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mogan

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mogan  Moderator

@Barighm: Could be. I'm on Chrome (with AdBlock), on a desktop, and the sidebar is showing up to the right of the comment box, at the top of the comments. Or under the "More GameSpot Reviews" bar, if comments aren't open.

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deactivated-64a3ced8b46b8

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I never doubted this game would be special. 👍

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videogameninja

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My body is ready!

Good to see a much anticipated videogame arrival being able to live up to the hype.

The original Psychonauts had built up quite a vocal cult following over the years so a part of me was worried that the sequel wouldn't possibly be able to live up to the hype built up around it.

I'm glad it turned out for the best as many videogame sequels out there have a hard time clearing that hurdle.

Best part is... it's out on Gamepass!

-VIDEOGAME SEQUEL SATISFACTION NINJA APPROVED-

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illegal_peanut

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Edited By illegal_peanut

I'm not surprised at all. The original was amazing. And the Second took that same amazing and made it go further.

To this day. I still feel it's criminal how this game didn't do well with the first one in the series. When literally anyone who played it, had nothing really negative to say about it.

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cboye18

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@illegal_peanut: I just want them remaster the original game and make it 60 FPS. 30 FPS just makes my eyeballs fall out.

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Edited By Iemander

@cboye18: PC version runs very well at 4k 60FPS and just about anything can run it. Hook it up to your TV with an XOne controller and you're golden. They're selling it for like a buck right now:

https://store.steampowered.com/app/3830/Psychonauts/

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