
A missed glide and a punishing fight can interrupt the same evening for different reasons. Psychonauts 2 has several ways to adjust the trip, and the most useful choice depends on what interrupts it: reading dialogue, entering a glide, losing health on jumps or getting through a fight.
Here are three situations to work through, using Double Fine’s documented settings. The recommendations are Zypher editorial advice, not a claimed playtest. Check the descriptions in your installed version before copying a menu arrangement from a screenshot.
Featured image: the Psychonauts 2 Assist Features menu, with its three gameplay assists shown separately. Complete developer-supplied screenshot, used with permission from Microsoft.
When following the conversation takes too much effort
Before adjusting combat, consider what you need to read. PlayStation’s PS4 listing confirms fully subtitled spoken dialogue, larger subtitles and clear subtitle presentation. Double Fine separately documents Increased Font Legibility, which substitutes a less stylized subtitle font.
Size and letter shape deserve separate attention. If text is too small from the couch, a larger size is the relevant experiment. If the decorative lettering is the problem, try the font option. You may prefer both, but you do not have to treat them as one decision.
Our suggestion is to check a conversation from your usual seat, with the screen and room arranged as you actually use them. A setting that looks readable while you lean toward the television has not answered the couch question. Give yourself a normal line of dialogue to judge, rather than deciding from the menu label alone.

The developer also lists localized signs, color filters and a camera-shake adjustment. Choose those for their particular purpose. More readable dialogue cannot tell you whether camera movement feels right, and a color filter should be judged on the information you need to distinguish, not on whether a menu looks prettier.
When the glide input is the awkward part
Double Fine’s accessibility reference identifies Use Triple Jump To Glide as a way to glide using one button instead of a multi-button press. It also documents Levitation Ball Pulldown From Glide for landing on the ball while gliding.
Those options are worth inspecting when your intention is clear but the input is uncomfortable. Check both starting the glide and arriving in the state you wanted. A successful launch is only part of a useful control arrangement.

For a suggested practice routine, choose an area you already understand. Try the transition slowly before relying on it during a difficult sequence. Keep the rest of the layout familiar while you decide whether the new input makes sense. This is about learning what your hands now need to do, not proving that the first attempt must work.
PlayStation’s PS4 listing also confirms control remapping, stick sensitivity and inversion adjustments. If looking up repeatedly sends the camera the wrong way for your habits, review inversion before changing the jump layout. If you keep overshooting the view you want, inspect sensitivity. A camera preference and a glide input can both matter without being the same problem.
When health loss is swallowing the session
The three gameplay assists have distinct jobs in Double Fine’s description:
- No Fall Damage: missed jumps do not cost health.
- Invincibility: Raz avoids damage from most attacks.
- Narrative Combat: Raz deals more damage during combat.
For repeated missed landings, we would inspect No Fall Damage first. Removing the health cost addresses one consequence of a miss; it does not tell you where to jump. If entering the glide is what went wrong, the control options above still deserve attention.
For combat, consider which side of the exchange you want changed. Taking too much damage points toward Invincibility. Wanting Raz’s attacks to do more points toward Narrative Combat. Keep the developer’s qualification on Invincibility: most attacks is not a promise that every possible hazard disappears.
For a story-focused evening, begin with the part you want to spend less time repeating. If fighting is the interruption, use the combat descriptions to guide your choice. If a route is confusing, look for help with the route; changing damage does not explain where you meant to go.
Keep the display experiment separate

Double Fine’s PC reference image also shows a Motion Blur switch. If you are comparing that presentation option, hold the camera settings steady while you judge it. Otherwise, a changed camera and changed display effect can leave you unsure which result you preferred.
Once you have a comfortable arrangement, keep a short note of the settings you chose. A useful note might say that you wanted larger dialogue and a different glide input while leaving combat alone. That is easier to return to than a screenshot full of unexplained switches.
Bring the original adventure to your shelf
Shop games at Zypher Trading Video Games. For the earlier adventure, see the original Psychonauts for Xbox. This is the first game, sold separately from Psychonauts 2; the guide above covers the sequel. Read its platform, condition and included contents before ordering.
Browse Zypher’s games, or sell your old games to Zypher and check current eligibility.
Developer support, official storefronts and store listing checked November 8, 2026. Images retain their complete original content and proportions under Microsoft’s screenshot guidelines. Psychonauts 2 © 2021 Microsoft. Used with permission from Microsoft. Zypher XP is independent; no endorsement is implied.