Psychonauts 2 was designed as the “complete opposite” of an FPS, as Tim Schafer wanted players to leave levels in a better state than they found them.


Psychonauts 2 was deliberately designed to be the opposite of an action game or a shooter, in that the protagonist Raz must leave each level in a better state than when he entered it.

Speaking at Develop: Brighton 2024, Double Fine’s marketing and communications director James Spafford recalled how Tim Schafer, the studio’s co-founder and director of Psychonauts 2, talked to him about his approach to spirits in the sequel. Schafer said that Psychonauts 2’s levels should be “the exact opposite” of what happens in a shooter.

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