The Complete History of Couch Co-op RPGs

RPGs are mostly known as a single-player experience, but that was never really the full story.

If you go back to the origins of RPGs, these games were built around playing with other people. Tabletop games like Dungeons & Dragons in the 1970s introduced party roles, shared progression, and cooperative dungeon crawling. Players were not competing. They were working together, building a party, and surviving as a group.

At the same time, universities were experimenting with connected computer networks. One of the most important was the PLATO system. It was originally built for education, but it quickly became a playground for early multiplayer games. Titles like Moria, Oubliette, and Avatar let players explore dungeons together in what were basically proto-online RPGs.

These were not couch co-op games, since they required multiple computers on the same network, but they proved something important very early on: RPGs felt natural when players shared the adventure.

The hardware was not ready for local co-op RPGs yet, but the blueprint was already there.


Early Pioneers (1981–1983)

By the early 1980s, those ideas finally started moving into living rooms.

One of the earliest attempts at couch co-op RPG design was Quest for the Rings on the Odyssey² in 1981. It was half board game and half video game, so by modern standards it feels awkward, but it was still an important early attempt to bring tabletop party mechanics into a home console format.

Around the same time, developers were experimenting with how players could divide responsibilities. Swords and Serpents on the Intellivision in 1982 let one player move through the dungeon while another handled combat. It was strange and limited, but it was an early example of cooperative RPG design trying to find its footing.

That same year, Tunnels of Doom on the TI-99/4A pushed things further. It was a turn-based dungeon crawler where players managed a party together. Exploration happened in first-person, and then combat switched into turn-based battles. Only the first player could fully control exploration, so it was still limited, but it showed how cooperative strategy could work inside an RPG structure.

Then in 1983, Dandy arrived. This was one of the most important turning points of the era. It offered real-time dungeon exploration for multiple players and directly influenced later games, especially Gauntlet. Even though Dandy is mostly forgotten now, it helped shape the future of co-op dungeon crawling.


Key games from this era

  • Quest for the Rings – 1981 (Odyssey²) – Early board/video hybrid dungeon crawler for 2+ players.

  • Swords and Serpents – 1982 (Intellivision) – Top-down dungeon crawler with split player responsibilities.

  • Tunnels of Doom – 1982 (TI-99/4A) – Turn-based dungeon crawler with shared party management.

  • Dandy – 1983 (Atari 8-bit) – Direct forerunner to Gauntlet with 2–4 player dungeon exploration.


Mid-80s Dungeon Crawlers – The Gauntlet Era

In 1985, arcades changed everything with Gauntlet.

Like Dandy before it, Gauntlet offered real-time dungeon crawling for multiple players, but it refined the formula and made it iconic. Four players could battle through dungeons together, and each class had its own identity. It felt like a live-action version of tabletop party adventuring, but simplified into something anyone could immediately understand.

Games like Druid and Gauntlet II expanded on that formula, experimenting with character roles, multiplayer chaos, and the shared dungeon-crawling structure that would influence action RPGs for years.

By this point, cooperative dungeon crawling was not just an experiment anymore. It was a genre.

Key games from this era

  • Gauntlet – Oct. 15, 1985 (Arcade) – Legendary four-player hack-and-slash dungeon crawler.

  • Druid – 1986 (C64 / Atari 8-bit) – Two-player action RPG with asymmetrical roles.

  • Gauntlet II – Aug. 1986 (Arcade) – Expanded co-op sequel.


Late 1980s – RPG Mechanics Start Mixing In

By the late 1980s, developers started blending more RPG mechanics into action games.

Dark Chambers was one of the standouts. It felt like a spiritual successor to Dandy, and while the Atari 2600 version is interesting historically, the Atari 7800 version is the one I usually recommend. It is basic, but it is a genuinely solid co-op dungeon crawler.

In arcades, Cadash took RPG elements and applied them to a side-scrolling fantasy action game. It also had some exploration and progression ideas that make it feel surprisingly close to a proto-Metroidvania in some ways.

River City Ransom deserves a special mention here too. On the surface, it looks like a basic beat ’em up, but it has stats, upgrades, shopping, exploration, and learnable abilities. It was way ahead of its time, and it helped define the action RPG hybrid long before that became common.

One of the biggest breakthroughs for home consoles came with Dungeon Explorer on the PC Engine. This was one of the first couch co-op RPGs to support five-player local multiplayer, which is still rare even now. Around the same time, games like Bloodwych and Double Dungeons experimented with split-screen dungeon crawling, trying to bring deeper cooperative RPG experiences into the home.

Key games from this era

  • Dark Chambers – 1989 (Atari 2600 / 7800 / 8-bit) – Gauntlet-style dungeon action.

  • Dungeon Explorer – Nov. 15, 1989 (PC Engine / TurboGrafx-16) – Five-player action RPG.

  • Bloodwych – 1989 (Amiga / Atari ST / DOS) – Split-screen dungeon RPG with two-player co-op.

  • Double Dungeons – 1989 JP / 1990 NA (PC Engine / TurboGrafx-16) – Two-player split-screen first-person dungeon RPG.

  • River City Ransom – Apr. 1989 JP / 1990 NA (Famicom / NES) – Beat ’em up with RPG stats, shopping, and progression.

  • Cadash – Dec. 1989 JP / 1990 NA (Arcade) – Side-scrolling fantasy action RPG with two-player co-op.


Early 1990s – JRPG Ideas Meet Co-Op Design

By the early 1990s, cooperative RPGs were branching out in a lot of interesting directions.

Games like Little Ninja Brothers and Super Ninja Boy mixed top-down JRPG exploration with real-time battle. They played like a weird blend of action RPG and beat ’em up, and after each battle you gained experience and leveled up. These were important because they showed that Japanese-style RPG ideas could work in a cooperative setting too.

Arcus Odyssey on the Genesis pushed more into straightforward action RPG territory. At the same time, Capcom brought more RPG mechanics into arcades with The King of Dragons and Knights of the Round, both of which added leveling systems to side-scrolling co-op brawlers.

Even more traditional JRPGs were starting to test cooperative ideas. Final Fantasy IV included a hidden feature that let a second player control party members during battle. It was limited, but it still mattered. It was an early step toward shared JRPG experiences.

Handhelds got involved too. Ultima: Runes of Virtue and Ultima: Runes of Virtue II offered co-op on Game Boy through link cables, while Rolan’s Curse and Ninja Boy 2 showed that even portable systems could support co-op RPG ideas.

Key games from this era

  • Swords and Serpents – Sept. 1990 (NES) – Four-player dungeon crawler on NES.

  • Little Ninja Brothers – 1990 (NES) – Co-op JRPG with action combat.

  • Rolan’s Curse – 1990 (Game Boy) – Two-player link-cable fantasy RPG.

  • 100 World Story – 1991 (Famicom) – Board-game-style RPG with multiplayer.

  • Arcus Odyssey – Jun. 14, 1991 (Mega Drive / SNES) – Two-player isometric fantasy action RPG.

  • The King of Dragons – Aug. 5, 1991 (Arcade) – Three-player fantasy brawler with leveling.

  • Knights of the Round – Nov. 27, 1991 (Arcade) – Three-player beat ’em up with RPG mechanics.

  • Ultima: Runes of Virtue – 1991 JP / 1992 NA (Game Boy) – Handheld co-op Ultima.

  • Final Fantasy IV – 1991 (SNES) – Second player can control party members in battle.

  • Bill & Ted’s Excellent Video Game Adventure – Apr. 1991 (Atari Lynx) – Adventure-RPG on handheld.

  • Super Ninja Boy – 1991 JP / 1993 NA (SNES) – Two-player action RPG.

  • Gauntlet III: The Final Quest – 1991 (Amiga / ST) – Four-player entry in the Gauntlet lineage.


Early–Mid 1990s Growth – The Mana Revolution

If Gauntlet defined arcade co-op dungeon crawling, then Secret of Mana defined couch co-op action JRPGs.

Released in 1993, it let up to three players control party members in real time. That was a huge deal. It turned a genre that was mostly treated as solo into a shared adventure in a large, colorful world. At the time, it felt like one of the biggest and most ambitious co-op RPGs ever made.

Around the same time, there was a wave of cooperative RPG experimentation, especially in Japan. Games like Super Chinese World 2, Ganbare Goemon 3, Ruin Arm, Kenyuu Densetsu Yaiba, and Crystal Beans: From Dungeon Explorer all pushed the genre in slightly different directions.

Then there was Seiken Densetsu 3, the sequel to Secret of Mana. It improved on the original in a lot of ways, even though it was only two-player instead of three. It is still one of the most important cooperative action RPGs of its era.

Arcades kept pushing things too. Dungeons & Dragons: Tower of Doom and Shadow over Mystara combined beat ’em up gameplay with branching paths, classes, loot, and light role-playing systems years before modern ARPGs made that formula mainstream.

This was also a period where co-op RPG design spread into other genres. Guardian Heroes and Front Mission: Gun Hazard showed that the idea could work in brawlers, mech games, and other hybrids too.


Key games from this era

  • Ninja Boy 2 – 1993 (Game Boy) – Co-op action RPG.

  • Ultima: Runes of Virtue II – 1993 (Game Boy) – Expanded co-op sequel.

  • Hired Guns – 1993 (Amiga / DOS) – Four-player split-screen sci-fi dungeon crawler.

  • CMWC – 1993 (PC Engine CD, JP) – Two-player RPG with anime presentation.

  • Gauntlet IV – 1993 (Genesis / Mega Drive) – Four-player quest-based Gauntlet update.

  • Secret of Mana – Aug. 6, 1993 (SNES) – Three-player action JRPG.

  • Super Chinese World 2 – 1993 (Super Famicom) – Two-player action RPG sequel.

  • Ganbare Goemon 3 – Dec. 16, 1994 (Super Famicom, JP) – Action-RPG / platformer hybrid.

  • Ruin Arm – 1994 (Super Famicom, JP) – Two-player co-op action RPG.

  • Kenyuu Densetsu Yaiba – 1994 (Super Famicom, JP) – Two-player action RPG.

  • Crystal Beans: From Dungeon Explorer – 1995 (Super Famicom, JP) – Three player co-op dungeon crawler.

  • Super Chinese World 3 – 1995 (Super Famicom, JP) – Two-player action RPG.

  • Seiken Densetsu 3 / Trials of Mana – Sept. 30, 1995 (Super Famicom, JP) – Two player co-op action RPG.

  • Dungeons & Dragons: Tower of Doom – Jan. 1994 (Arcade) – Four-player D&D brawler with RPG systems.

  • Dungeons & Dragons: Shadow over Mystara – Feb. 1996 (Arcade) – Expanded four-player sequel.

  • Front Mission: Gun Hazard – Feb. 23, 1996 (Super Famicom, JP) – Two-player mech action RPG. Can be unlocked with cheat code.

  • Guardian Heroes – Jan. 26, 1996 (Saturn, JP) – Two-player story co-op brawler RPG.

  • Legend of Oasis – Apr. 1996 JP / 1997 NA (Saturn) – Single-player, but often mentioned in this era of action RPG experimentation.


Late 1990s – The Bridge to Modern ARPGs

By the late 1990s, co-op RPGs were evolving fast.

Tales of Destiny introduced multiplayer participation during JRPG combat. Legend of Mana let a second player control a companion. These were not full couch co-op RPGs in the modern sense, but they were important steps in the genre’s evolution.

One of the biggest moments of the era was the PlayStation port of Diablo. Up until then, Diablo was mostly seen as a PC game with online multiplayer. The PlayStation version was a huge deal because it added local co-op. That helped bring dark, loot-driven action RPG gameplay into the living room, and that influence would be felt for decades.

At the same time, Gauntlet Legends pushed the dungeon crawler formula into 3D, while Blaze & Blade explored larger cooperative worlds. This era really set the stage for the explosion that would come in the 2000s.

Key games from this era

  • Ungra Walker – 1997 (PC, JP) – Obscure co-op dungeon crawler.

  • Elemental Gearbolt – 1997 JP / 1998 NA (PS1) – Light gun shooter with RPG and co-op elements.

  • Magicoal – 1997 (Saturn, JP) – Two-player anime-styled fantasy ARPG.

  • Tales of Destiny – Dec. 23, 1997 (PS1, JP) – Up to four-player co-op in combat.

  • Diablo – Mar. 25, 1998 (PlayStation) – Two-player local co-op port.

  • Gauntlet Legends – Oct. 1998 (Arcade; N64 in 1999) – Four-player 3D dungeon crawler.

  • Blaze & Blade: Eternal Quest – Dec. 1998 JP / 1999 EU (PS1) – Four-player action RPG.

  • Legend of Mana – Jul. 15, 1999 (PS1, JP) – Two-player co-op with companion control.

  • Tales of Destiny II / Eternia – Nov. 30, 2000 (PS1, JP) – Up to four-player co-op in combat.


2000s – The Co-Op Renaissance

The early 2000s were a golden age for couch co-op RPGs.

Baldur’s Gate: Dark Alliance helped bring the Diablo formula into living rooms in a polished, accessible way, and once that happened the floodgates opened.

This era gave us Hunter: The Reckoning, Champions of Norrath, Dungeons & Dragons: Heroes, X-Men Legends, and a bunch of other games that leaned heavily into teamwork, shared progression, class synergy, and drop-in multiplayer.

Final Fantasy Crystal Chronicles deserves special mention too. It was one of the most unique co-op RPGs of the era, but also one of the most inconvenient. Needing Game Boy Advances and link cables for multiplayer made it a pain to set up, but it was still a memorable and important experiment.

Then in 2009, Borderlands arrived and proved that cooperative RPG design could work far outside traditional fantasy dungeon crawling. It combined loot progression, character builds, and split-screen co-op with a first-person shooter structure, and that opened the door for a different kind of action RPG.

Key games from this era

  • Gauntlet Dark Legacy – 2000 (Arcade; consoles 2001–02) – Expanded four-player sequel.

  • Baldur’s Gate: Dark Alliance – Dec. 4, 2001 (PS2) – Two-player hack-and-slash RPG.

  • Hunter: The Reckoning – May 21, 2002 (Xbox) – Four-player gothic horror ARPG.

  • Final Fantasy: Crystal Chronicles – Aug. 8, 2003 (GameCube) – Four-player co-op via GBA link.

  • Hunter: Wayward – Sept. 9, 2003 (PS2) – Two-player sequel.

  • Hunter: Redeemer – Oct. 28, 2003 (Xbox) – Four-player sequel.

  • Dungeons & Dragons: Heroes – Sept. 17, 2003 (Xbox) – Four-player hack-and-slash.

  • Fallout: Brotherhood of Steel – Jan. 14, 2004 (PS2 / Xbox) – Two-player action RPG spinoff.

  • Baldur’s Gate: Dark Alliance II – Jan. 20, 2004 (PS2) – Two-player sequel.

  • Champions of Norrath – Feb. 10, 2004 (PS2) – Four-player ARPG.

  • Shining Tears – Nov. 3, 2004 (PS2, JP) – Two-player ARPG.

  • Champions: Return to Arms – Feb. 7, 2005 (PS2) – Four-player sequel.

  • X-Men Legends – Sept. 21, 2004 (PS2 / Xbox / GC) – Four-player Marvel action RPG.

  • X-Men Legends II – Sept. 20, 2005 (PS2 / Xbox / GC / PC) – Expanded four-player sequel.

  • Justice League Heroes – Oct. 17, 2006 (PS2 / Xbox) – Two-player DC hero ARPG.

  • Marvel: Ultimate Alliance – Oct. 24, 2006 (PS2 / Xbox / GC) – Four-player Marvel RPG.

  • Marvel: Ultimate Alliance 2 – Sept. 15, 2009 (Consoles) – Four-player sequel.

  • Sacred 2: Fallen Angel – Oct. 2008 PC / 2009 consoles – Two-player local split-screen.

  • Castle Crashers – Aug. 27, 2008 (XBLA) – Four-player fantasy beat ’em up RPG hybrid.

  • Fable II – Oct. 21, 2008 (Xbox 360) – Two-player action RPG.

  • Borderlands – Oct. 20, 2009 (PS3 / 360) – Two-player split-screen loot RPG.

  • Fable III – Oct. 26, 2010 (Xbox 360) – Two-player co-op with both players’ heroes.


2010s – Indie Creativity and ARPG Evolution

From 2010 onward, couch co-op RPGs started splitting into two paths.

On one side, there were bigger AAA action RPGs. On the other, there were smaller but much more experimental indie games.

Diablo III became one of the best examples of local multiplayer ARPG design on consoles, allowing up to four players on one screen and making the formula much easier to enjoy together.

Games like Magicka went in a different direction, focusing heavily on teamwork and chaotic spellcasting. Other notable releases from this era included Dragon’s Crown, Moon Hunters, Wizard of Legend, Outward, Children of Morta, Streets of Rogue, and Cat Quest II.

These games experimented with roguelike progression, storytelling, myth-building, cooperative decision-making, and very different takes on action RPG combat. The genre was no longer dominated by one formula. It was branching out in creative ways.

Key games from this era

  • Dungeon Siege III – Jun. 17, 2011 (PS3 / 360) – Two-player local co-op.

  • Hunted: The Demon’s Forge – May 31, 2011 (PS3 / 360) – Two-player fantasy ARPG.

  • Magicka – Jan. 25, 2011 (PC) – Four-player same-screen spellcasting ARPG.

  • Diablo III – May 15, 2012 PC / Sept. 3, 2013 consoles – Four-player local ARPG.

  • Borderlands 2 – Sept. 18, 2012 (PS3 / 360) – Two-player split-screen.

  • Dragon’s Crown – Jul. 25, 2013 (PS3 / Vita) – Four-player fantasy brawler RPG.

  • Borderlands: The Pre-Sequel – Oct. 14, 2014 – Two-player local.

  • Magicka 2 – May 26, 2015 (PS4 / PC) – Four-player spellcasting ARPG.

  • Helldivers – Mar. 3, 2015 (PS4) – Four-player same-screen action game with RPG progression.

  • Enter the Gungeon – Apr. 5, 2016 – Two-player co-op dungeon action with RPG progression.

  • Moon Hunters – Mar. 10, 2016 – Four-player myth-building RPG.

  • Dungeon Defenders II – Jun. 20, 2017 – Two-player local tower defense ARPG.

  • Wizard of Legend – May 15, 2018 – Two-player fast-paced ARPG.

  • Outward – Mar. 26, 2019 – Two-player open-world survival RPG.

  • Marvel: Ultimate Alliance 3 – Jul. 19, 2019 (Switch) – Four-player Marvel RPG.

  • Borderlands 3 – Sept. 13, 2019 – Two-player split-screen.

  • Children of Morta – Sept. 3, 2019 – Two-player roguelike RPG.

  • Streets of Rogue – Jul. 12, 2019 – Four-player RPG roguelite.

  • Cat Quest II – Sept. 19, 2019 – Two-player action RPG.


2020s – The Current State of Couch Co-Op RPGs

Today, couch co-op RPGs are in a strange but exciting place.

There are still occasional big-budget releases with local co-op support, but a lot of the most interesting ideas are coming from smaller games.

At the AAA level, Diablo IV, Baldur’s Gate 3, and Borderlands 4 show that shared RPG experiences still matter. These are big, fully realized games that let players experience long-form progression together on the same couch.

At the indie level, there are games like Nobody Saves the World, Cassette Beasts, Trinity Trigger, Haven continuing to experiment with cooperative storytelling and progression in creative ways.

In my opinion, Sea of Stars is one of the best couch co-op RPGs ever made. It has beautiful pixel art, turn-based combat with real-time elements, and it feels like a mix between Chrono Trigger and Super Mario RPG. The fact that you can play that kind of game in local co-op is a huge deal.

So even though couch co-op RPGs have never really been the main focus of the genre, they have always existed in some form. From tabletop games to PLATO, from Gauntlet to Secret of Mana, from Dark Alliance to Diablo III and Baldur’s Gate 3, the idea has survived across decades.

Because at its core, RPGs have always been about sharing an adventure.

Key games from this era

  • Minecraft Dungeons – May 26, 2020 – Four-player ARPG dungeon crawler.

  • Haven – Dec. 3, 2020 – Two-player story-driven ARPG.

  • Nobody Saves the World – Jan. 18, 2022 – Two-player co-op ARPG.

  • Tiny Tina’s Wonderlands – Mar. 25, 2022 – Two-player local split-screen.

  • Trinity Trigger – Apr. 25, 2023 – Three-player retro-inspired action RPG.

  • Cassette Beasts – Apr. 26, 2023 – Two-player monster-fusion RPG.

  • Diablo IV – Jun. 5, 2023 – Two-player local ARPG.

  • Baldur’s Gate 3 – Sept. 6, 2023 (PS5) – Two-player split-screen CRPG.

  • Sea of Stars – Aug. 29, 2023 – Retro JRPG with local co-op support.

  • Borderlands 4 – Upcoming – Major AAA continuation of split-screen loot RPG design.


Final Thoughts

Even though couch co-op RPGs will probably never be the main focus for most players, I am okay with that.

Some of the best gaming memories I have ever had came from sharing RPGs with friends growing up, with friends now, and even with my daughter. There is just something special about exploring a fully realized world with someone else in the same room.

That is true whether the game is a massive AAA release or a tiny indie experiment.

As long as couch co-op RPGs keep existing in any form, I will keep playing them.

Scott Pilgrim EX – A Much Better Sequel

Players: 1–4 Local
Genre: Beat ’em Up / Action RPG
Platforms: Modern consoles and PC
Co-op: 4-Player Local

Scott Pilgrim EX recently released as a sequel to Scott Pilgrim vs. The World: The Game, which originally launched on Xbox 360 and PlayStation 3. Like the original, it’s a four-player beat ’em up with RPG elements, but after spending time with the sequel, I think it’s a clear improvement over the first game in several important ways.

A Better Evolution of the Original

When the original Scott Pilgrim game came out, it was easy to love. At the time, we weren’t seeing many new beat ’em ups outside of games like Castle Crashers. The genre was pretty quiet, so having a new four-player brawler felt exciting.

The game was eventually delisted for years, which made it harder to revisit. Because of that, I think I built it up in my head to be better than it actually was. When I went back to replay it, the original started to feel a little clunky.

One of the biggest issues was the hit detection. You had to be perfectly lined up with enemies to land attacks, which often made combat feel awkward. The progression also felt artificially slow. You had to stop frequently to grind for money and upgrades before moving on, which padded out the length of the game.


Progression That Feels Natural

Scott Pilgrim EX improves on those issues right away. The progression feels much more natural this time around.

Instead of stopping to grind constantly, you level up naturally as you move through the game. While playing through the stages, you earn health upgrades, money, and experience that gradually strengthen your character. When you return to shops, you can purchase upgrades without needing to halt the game just to farm resources.

That change alone makes the pacing feel much smoother.

The combat also feels more solid overall. Each character has a different set of moves, and there’s a good amount of variety between them. You also collect badges throughout the game, which act as special abilities. Some badges trigger powerful screen-clearing attacks, while others provide support abilities.

One badge we found especially useful summons a band that plays music and heals everyone nearby. In a four-player session, that ability can save a run when the group starts getting overwhelmed.


A Four-Player Beat ’em Up Done Right

The game supports four-player local co-op, which is clearly the best way to experience it. I played through the entire game with three friends in the same room, and we finished it in about four hours.

That length felt just about right for a beat ’em up like this. The pacing stays consistent, and the difficulty never becomes frustrating. Most encounters feel fair, and the boss fights stand out as some of the highlights of the game. Each boss has unique mechanics and personality, which helps keep the experience interesting.

Playing through the whole game in a single sitting with friends is exactly the kind of experience that couch co-op games are meant to deliver.


The Main Downside: Backtracking

My biggest complaint with Scott Pilgrim EX is the amount of backtracking.

Throughout the game, you frequently travel to one side of the map, complete a task, and then return to the opposite side. This happens repeatedly across several sections of the game.

I would have preferred if the game handled its exploration differently. Instead of revisiting the same areas over and over, it would have been better if new objectives simply opened new parts of the map. That way, each section would feel like a fresh area to explore.

Because the game keeps sending you back through the same locations, parts of the experience start to feel repetitive after a while.


Final Thoughts

Despite the backtracking, Scott Pilgrim EX is still a big improvement over the original game.

The combat feels smoother, progression is handled much better, and the variety of abilities and characters adds more depth to the experience. Most importantly, it works extremely well as a four-player couch co-op game.

Finishing the entire campaign in one sitting with friends was incredibly satisfying, and that kind of experience is exactly why games like this are still worth making.

If you enjoyed the original Scott Pilgrim vs. The World: The Game or you’re just looking for a solid modern beat ’em up to play with friends, Scott Pilgrim EX is definitely worth checking out.

ReAnimal Co-op Review – A Rare Couch Co-op Horror Art Game

Players: 2 Players (Couch Co-op)

Genre: Puzzle Platformer / Horror / Atmospheric Adventure

Estimated Playtime: 4–6 Hours

Reanimal is a rare kind of game. It combines atmospheric storytelling, unsettling horror elements, and couch co-op gameplay in a way that you just don’t see very often.

For fans of artistic games that focus on mood and interpretation rather than traditional storytelling, ReAnimal fits squarely into what I personally consider an art game.


What Makes an Art Game?

I’ve always been a fan of art games, and I’ve always loved the conversation around them—what exactly defines an art game.

To me, the definition is pretty simple. An art game is usually something that tells a story in a unique or unconventional way. Often there’s little to no dialogue, and the story is communicated through atmosphere, visuals, and interpretation.

Another common trait is that the story is usually mysterious and open to interpretation, leaving players with unanswered questions.

Some of my favorite examples of this style include:

  • Shadow of the Colossus

  • Journey

  • GRIS

  • Limbo

  • Inside

  • And another obvious comparison would be Little Nightmares.

    To me, ReAnimal checks all of those boxes.


A Story Told Through Atmosphere

ReAnimal contains very little spoken dialogue. What dialogue does exist is mostly between the two children you control, and early on it becomes clear that they’re trying to escape something dark.

But you never fully understand what’s going on.

Even by the end of the game, the story remains somewhat ambiguous. You’re left with questions, and the game doesn’t spell everything out for you.

Personally, I love that approach. I enjoy games that leave room for interpretation and encourage players to come up with their own theories about what’s happening.

ReAnimal does a great job building that mystery throughout the entire experience.


A Constantly Creepy Atmosphere

The horror elements in ReAnimal aren’t just about enemies—it’s about the entire atmosphere of the game.

The environments themselves feel unsettling. Most areas are dark, dimly lit, and filled with disturbing imagery. The sound design also plays a huge role in creating that uneasy feeling as you move through the world.

Everything about the presentation contributes to the game’s creepy tone.

And then there are the enemies.

One of the most memorable enemies are the skin suit creatures that crawl around the environment. Early in the game you encounter a disturbing figure wearing an ill-fitting skin suit who stalks you and tries to bite your head off. What makes it even creepier is that he can seemingly transport himself through other skin suit bodies, appearing in different places as he chases you.

Later in the game you encounter even larger monsters, including:

  • A giant spider creature

  • A massive bird monster

  • A horse-like creature in the water

  • And at the end of the game there’s the unsettling sheep creature, which serves as one of the game’s most memorable encounters.

I won’t get too deep into the story behind these moments since the narrative is intentionally vague, but each encounter adds to the game’s disturbing atmosphere.



A Rare Couch Co-op Horror Experience

One of the things that stood out to me the most is just how rare a game like this is.

There really aren’t many couch co-op horror games, and there are even fewer couch co-op art games.

ReAnimal manages to combine both of those things.

For me, that made it a really satisfying experience. It scratched two very specific gaming itches at the same time.


co-op Gameplay That Feels Purpose-Built

When it comes to the co-op gameplay itself, ReAnimal doesn’t necessarily introduce brand-new mechanics. But the game still feels like it was clearly designed around two players.

Just navigating the environment requires cooperation in many situations.

Examples include:

  • Giving your partner a boost up to a ledge so they can pull you up

  • Activating levers and switches that require both players

  • Opening doors or progressing through areas where both players must be present

    Because of this, you actually have to work together to move forward.

The game does allow for a single-player option with an AI companion, but honestly it feels like the experience was intended for two players.


Moments That Require Communication

As the game progresses, the co-op gameplay becomes a bit more involved.

One memorable section has both characters tied together, which reminded me of mechanics used in games like:

  • Red Rope: Don’t Fall Behind

  • Phogs!

  • There’s even a similar concept used in Split Fiction.

This section requires players to coordinate their movements and communicate more closely. It’s a relatively short segment, but it adds a nice variation to the gameplay.


Cooperative Combat Moments

There are also situations where teamwork isn’t strictly required, but it definitely helps.

For example:

During the spider encounter, the spider throws spears that players must grab and throw back at it. Having both players working together makes this encounter much easier.

Another memorable sequence happens while you’re driving a truck and the skin suit monster climbs through the window. One player uses a knife, while the other uses a crowbar to hit the monster’s hands and force him back out.

These moments encourage communication and coordination even though technically one player could handle parts of them.


Difficulty and Accessibility

ReAnimal is also a very accessible game.

The difficulty is relatively low, and most players should be able to pick it up and start playing without much trouble.

The puzzles aren’t especially difficult, and the combat encounters never become overwhelming. This is very much a game that prioritizes atmosphere and experience over challenge.

The game also isn’t very long. I actually played through it twice, and each playthrough took around four to six hours.

Because of its short runtime and accessible mechanics, it feels like a great game to sit down and play through with a friend over the course of a couple sessions.


Minor Frustrations

I honestly don’t have much negative to say about ReAnimal, but there were a couple small issues.

Sometimes interacting with objects felt a little clunky. When you need to push something or activate a mechanism, you have to stand in just the right position before the action prompt appears. Occasionally it didn’t feel as responsive as I would have liked.

There were also a few moments where puzzles weren’t immediately clear—not because they were difficult, but because it wasn’t obvious whether you were supposed to interact with something right away or come back later.

There was one moment where we got stuck for a while during the horse monster cannon section.

We kept trying to fire the cannon, but nothing was happening. Eventually we realized we had actually reached that area too early. After progressing through another section—saving helpers and defeating the spider—you return later, solve a small puzzle, and new ammunition drops down so you can finally fire the rockets.

Once we realized that, everything made sense.


Final Thoughts

Other than a few moments where things weren’t immediately obvious, ReAnimal was a really solid experience.

There simply aren’t many games like this. It combines art game storytelling, horror atmosphere, and couch co-op gameplay in a way that feels fresh and unique.

For me, it scratched all the right gaming itches:

  • art games

  • horror games

  • cooperative games

    At this point, it’s actually shaping up to be my favorite couch co-op experience of the year so far. I would absolutely love to see more developers attempt something like this—especially games that blend horror with more artistic and atmospheric storytelling. ReAnimal proves that there’s a lot of potential in that space.

The Best Modern Beat ’Em Ups (As of 2026)

The Best Modern Beat ’Em Ups (As of 2026)

It’s been a couple years since I did my last video about modern beat ’em ups. So, let’s talk about the best co-op modern beat ’em ups as of 2026.

This is always a controversial topic. I know nobody ever really agrees on these things. These are just my favorite games. The ones I actually want to sit down and play from beginning to end with friends.

Let’s count them down.

#20 – Mayhem Brawler

Players: 2 Local
Platform: PS4, Xbox One, Switch, PC
Notable Features: Branching paths, comic book art style, five playable characters

This is one that I played quite a bit when it came out. It has branching paths. It has a really cool comic book art style. There are five playable characters. The gameplay is solid, even though it’s clearly inspired by Streets of Rage 4. But that’s not exactly a bad thing since that’s an excellent game.


#19 – Jitsu Squad

Players: 4 Local
Platform: PS4, PS5, Xbox, Switch, PC
Notable Features: Hand-drawn art, fast combo system, anthropomorphic ninja characters

I didn’t play this one until recently. You can play with up to four players locally. It has a really cool hand-drawn art style, and you play as these anthropomorphic ninja animal characters. It definitely has a ’90s Saturday morning cartoon vibe. It’s incredibly fast-paced with lots of combos and infinite juggling.


#18 – Vengeance Hunters

Players: 2 Local
Platform: Neo Geo (AES/MVS), PC
Notable Features: Classic arcade feel, three selectable characters, pixel art.

Built for Neo Geo hardware. Two-player co-op. Three selectable characters. This isn’t trying to reinvent the wheel. It just feels like a really good arcade-style old school brawler.


#17 – Young Souls

Players: 2 Local
Platform: PS4, PS5, Xbox, Switch, PC
Notable Features: Action RPG elements, loot system, story focus

This one doesn’t get talked about enough. It incorporates a lot of action RPG elements and has a pretty in-depth story where you follow two kids. There’s loot, weapons, armor, accessories. And it feels like it was really built around two-player co-op.


#16 – Power Rangers: Rita's Rewind

Players: 6 Local
Platform: PS4, PS5, Xbox, Switch, PC
Notable Features: Six-player co-op, Megazord battles, gameplay variety

You can play this one with up to six players locally. It changes things up between levels with on-rail shooter sections and big Megazord boss fights. It had some balance issues at launch, but after updates, it felt a lot better. I think this is an excellent beat ’em up.


#15 – Paprium

Players: 2 Local
Platform: Sega Genesis
Notable Features: Genesis exclusive, huge cartridge, impressive presentation

This one was controversial due to the developers. It’s exclusive to the Sega Genesis. For a long time, you couldn’t emulate it. But ultimately, I think this is an excellent beat ’em up and incredibly impressive for the hardware. I love the art style and the music. It’s just cool seeing new games on old hardware.


#14 – Wendigo Blue

Players: 4 Local
Platform: PC (Early Access)
Notable Features: Skill tree, character upgrades, strong combo system

Four-player co-op. Skill trees. Customization. As you go through levels, you earn skill points and upgrade your characters. It’s still in early access, but it feels really polished. Pixel art is awesome. The soundtrack is great. Very underrated.


#13 – Marvel Cosmic Invasion

Players: 4 Local
Platform: PS5, Xbox Series, Switch, PC
Notable Features: ’90s arcade vibe, large roster, pixel art

This feels like the old Marvel arcade games from the ’90s. Excellent pixel art. Solid gameplay. My only issue is that it felt a little too long and got repetitive halfway through. But I love the variety of characters.


#12 – Mighty Final Fight Forever

Players: 2 Local
Platform: PC (Fan Game)
Notable Features: Expanded roster, new moves, NES-style presentation

This is a fan-made follow-up to Mighty Final Fight on NES. The original was single-player only. This adds two-player co-op, new characters, new moves, and tons of extra content. As a fan game, it’s incredibly impressive.


#11 – Final Vendetta

Players: 2 Local
Platform: PS4, PS5, Xbox, Switch, PC, Neo Geo
Notable Features: Arcade length, high difficulty, straightforward combat

This one is clearly inspired by Streets of Rage and Final Fight. No roguelike systems. No RPG mechanics. Just straightforward brawling. Only six levels, meant to be played in one sitting. It’s difficult, but incredibly tight and satisfying.


#10 – River City Girls 2

Players: 4 Local
Platform: PS4, PS5, Xbox, Switch, PC
Notable Features: Open city progression, RPG elements, crossover characters

Set in the River City Ransom world. It has nonlinear city progression and RPG mechanics. There was even DLC where you can play as Billy and Jimmy from Double Dragon. I prefer this over the first River City Girls.


#9 – Castle Crashers

Players: 4 Local
Platform: Xbox, PlayStation, Switch, PC
Notable Features: RPG progression, four-player co-op focus

This is the game that really brought beat ’em ups back into the mainstream. Four-player co-op was the big draw. It added RPG elements. It’s still important to the genre.


#8 – Double Dragon Gaiden: Rise of the Dragons

Players: 2 Local
Platform: PS4, PS5, Xbox, Switch, PC
Notable Features: Roguelike structure, tag-team system, unlockables

You pick two characters and switch between them on the fly. Between missions, you upgrade stats and unlock abilities. We’ve had a handful of new Double Dragon games recently, but I think this is the best of the bunch.


#7 – Mother Russia Bleeds

Players: 4 Local
Platform: PS4, Xbox One, Switch, PC
Notable Features: Brutal combat, Necro mechanic, weapon variety

By far the most brutal game on this list. Fast-paced. Violent. You can use the drug Necro to heal or go berserk. It’s one of my favorite games to play start to finish in one sitting with friends.


#6 – River City Ransom: Underground

Players: 4 Local
Platform: PC
Notable Features: Deep combo system, RPG upgrades, long campaign

In my opinion, this is the best River City Ransom sequel. Four-player co-op. Open world elements. Tons of characters and content. It was recently delisted from Steam due to licensing issues, which is unfortunate. If you have access to it, I highly recommend playing it.


#5 – Streets of Rage Remake

Players: 2 Local
Platform: PC
Notable Features: Merges original trilogy, branching paths, widescreen support

A fan-made remake that merges the original Streets of Rage trilogy into one package. Branching paths, improved AI, restored content, remix soundtrack. If you grew up with the series, this is a really cool way to re-experience it.


#4 – Fight'N Rage

Players: 3 Local
Platform: PS4, Xbox One, Switch, PC
Notable Features: Massive combo system, branching paths, multiple endings

Straightforward arcade gameplay but with huge combos and juggle potential. Works well for button mashers or technical players. When everyone’s on the same page, it’s incredibly rewarding.


#3 – Teenage Mutant Ninja Turtles: Shredder's Revenge

Players: 6 Local
Platform: PS4, PS5, Xbox, Switch, PC
Notable Features: Six-player chaos, pixel art, classic voice actors

One of the few six-player beat ’em ups. You can play as Splinter, April, Casey Jones. Beautiful pixel art. Great soundtrack. It takes everything from the old TMNT games and improves on it.


#2 – Streets of Rage 4

Players: 4 Local
Platform: PS4, Xbox One, Switch, PC
Notable Features: Combat refinements, quality-of-life improvements, combo depth

Takes everything from the original trilogy and improves on it. Separate pickup button. Better enemy behavior. Smarter use of desperation moves. I still think Streets of Rage 2 might be the greatest ever, but for modern beat ’em ups, this is nearly perfect.


#1 – Absolum

Players: 2 Local
Platform: PS5, Xbox Series, PC
Notable Features: Roguelike structure, deep combat, high replayability

Made by the Streets of Rage 4 developers. It takes that formula and pushes it somewhere new. It adds roguelike elements, which I’m usually not a fan of, but the combat feels so good that it doesn’t matter when you lose progress. It never got old. There’s so much content and replayability.

At its core, it’s still a beat ’em up. And it’s a really, really good one. That’s why I think it’s the best modern beat ’em up so far.


So there you go. That’s my top 20 co-op modern beat ’em ups. What’s your favorite?

The 20 Best Couch Co-Op Games on Nintendo Switch (All-Time Ranking)

When it comes to modern gaming, the Nintendo Switch is the king of couch co-op. Between Nintendo’s first-party lineup, a strong third-party library, and a ton of incredible indie releases, the Switch has more local multiplayer bangers than any modern console.

So here’s my personal list of the top 20 all-time best couch co-op games on Nintendo Switch, counting down from #20 to #1.



#20 — Castle Crashers Remastered

Players: 1–4 Local
Genre: Beat ’em up / Action RPG
Original Release: 2008 (Remastered on Switch 2019)
Best With: 3–4 players

Castle Crashers is the game that got me back into gaming. For a while I felt like couch co-op was disappearing, and then this throwback beat ’em up reminded me why I love games in the first place.

The combat is simple and satisfying, the humor is great, and the real magic is the four-player co-op. It’s chaotic in the best way, and it’s still one of my all-time favorites to play with friends.


#19 — Diablo III: Eternal Collection

Players: 1–4 Local
Genre: Action RPG / Dungeon Crawler
Switch Release: 2018
Best With: 2–4 players

A lot of people still consider this the peak of the Diablo series — and it’s easy to see why. You get drop-in, drop-out couch co-op for up to four players on one screen, and the whole game is built around constant forward momentum.

Between the story campaign, Adventure Mode, rifts, seasons, and endless loot grinding, there’s always something to chase. Every few minutes you’re upgrading gear, refining builds, or finding some ridiculous legendary item. It’s flexible too: you can run a quick rift or lose an entire weekend with friends.


#18 — Lovers in a Dangerous Spacetime

Players: 1–4 Local
Genre: Action / Space Shooter / Party
Switch Release: 2017
Best With: 3–4 players

This is one of those indie games that feels like it was designed specifically for co-op. It’s best with four players, because you’re all managing different stations on a spaceship — engines, weapons, shields, map — and you constantly have to rotate roles to survive.

It looks cute and whimsical, but it gets frantic fast. Communication is essential, and when things go wrong, it’s hilarious… and sometimes extremely frustrating.


Players: 1–2 Local (Split-Screen)
Genre: Musou / Action
Switch Release: 2020
Best With: 2 players

Basically Dynasty Warriors with Zelda characters, and a full prequel story to Breath of the Wild. You can play the entire game in split-screen co-op, and it’s packed with fan service and character moments.

The one drawback: the frame rate can take a hit in split-screen, especially during massive battles. But if you can live with that, the gameplay is awesome — especially if you already like Warriors-style combat.


#16 — Overcooked

Players: 1–4 Local
Genre: Party / Simulation
Switch Release: 2017
Best With: 3–4 players

Overcooked became a co-op phenomenon for a reason. It’s the perfect party game… as long as you’re ready to argue.

You’re running a kitchen under pressure: prep food, wash dishes, serve orders, and try not to fall apart as a team. The chaos is the fun. I recommend 3 players minimum, but 4 is ideal.


#15 — Unravel Two

Players: 1–2 Local
Genre: Puzzle Platformer
Switch Release: 2019
Best With: 2 players

Unravel Two is a co-op puzzle platformer built completely around teamwork. You and your partner control two yarn characters tethered together, which means every obstacle becomes a communication challenge.

Sometimes one player swings while the other anchors. Other times you’re pulling each other up, timing jumps together, and solving puzzles that only make sense when you cooperate. It’s one of the best co-op platformers I’ve ever played — and it’s not overly long, so it’s easy to finish in a couple sessions.


#14 — Children of Morta

Players: 1–2 Local
Genre: Action RPG / Roguelite
Switch Release: 2019
Best With: 2 players

A heartfelt action roguelite RPG with some of the best pixel art you’ll see in modern games. The whole story supports local co-op start to finish — no unlocks, no gimmicks.

You play as members of the Bergson family, each with their own fighting style: ranged, melee, magic, brawlers, agile rogues. It’s also one of those rare roguelites that actually cares about story, with narration and emotional cutscenes that continue even after failed runs.

It’s difficult, but incredibly rewarding with the right co-op partner.


#13 — Cuphead

Players: 1–2 Local
Genre: Run & Gun / Boss Rush
Switch Release: 2019
Best With: 2 players

Cuphead is one of those rare indie games that truly took over the world. The hand-drawn 1930s cartoon art style is unbelievably good — but it’s not just visuals. The gameplay is rock solid too.

It’s basically a run-and-gun platformer heavily focused on boss fights, and it’s brutally difficult. I played it with my brother and we died an absurd amount of times. But beating it together is one of the most satisfying co-op experiences out there.


#12 — Super Mario 3D World + Bowser’s Fury

Players: 1–4 Local
Genre: 3D Platformer
Switch Release: 2021
Best With: 2–4 players

Super Mario 3D World is an all-time great 3D platformer, and it’s a blast in co-op — though it can get frustrating depending on who you’re playing with.

The camera can be unpredictable, and sometimes it follows one player while everyone else gets forced into bubbles. With younger players especially, that can cause chaos. Still: as a pure platformer, it’s one of the best ever made.


#11 — Kirby’s Return to Dreamland Deluxe

Players: 1–4 Local
Genre: 2D Platformer
Switch Release: 2023
Best With: 2–4 players

Kirby’s Return to Dreamland is one of the best entries in the series, and it supports up to four players. It’s classic Kirby: colorful levels, fun abilities, light puzzles, and boss fights.

It’s accessible for younger players without feeling boring for experienced ones. Kirby is always reliable for relaxed co-op, and if you want something you can enjoy without pulling your hair out, this is perfect.


#10 — Rayman Legends

Players: 1–4 Local
Genre: 2D Platformer
Switch Release: 2017
Best With: 2–4 players

Rayman Legends is a four-player platformer with some of the tightest movement and level design ever. The famous music-based stages are especially incredible — jumping and attacking in sync with the beat is some of my favorite platforming design of all time.

It’s easy to pick up, but later levels get tough. I can’t say enough about this one — it’s one of the best platformers ever made.


#9 — Captain Toad: Treasure Tracker

Players: 1–2 Local
Genre: Puzzle / Adventure
Switch Release: 2018
Best With: 2 players

Originally single-player on Wii U, the Switch version added co-op. This game is all about rotating 3D environments, finding secrets, and solving puzzles through observation and timing.

There are two co-op styles: Player 2 can use a cursor assist mode, or you can play with a second Toad for a more equal co-op experience. It’s slower-paced, clever, and genuinely unique.


#8 — Sea of Stars (Co-Op Update)

Players: 1–3 Local (Update)
Genre: Turn-Based RPG
Switch Release: 2023 (Co-op Update 2024)
Best With: 2–3 players

Sea of Stars was originally single-player, but the update/DLC titled Dawn of Equinox added three-player local co-op for the full story — which is exactly what I’d been waiting for.

It’s a gorgeous RPG with active turn-based combat, strong pacing, and a long story built for co-op. There still aren’t enough co-op RPGs, and this is one of the best modern ones on Switch.


#7 — Blazing Chrome

Players: 1–2 Local
Genre: Run & Gun
Switch Release: 2019
Best With: 2 players

If you love Contra, you need to play Blazing Chrome. It’s a 16-bit inspired run-and-gun shooter that feels like an homage to the Super Nintendo and Genesis entries — but it’s so tight it might actually surpass what inspired it.

Great art, great gameplay, great music. One of the best run-and-guns of all time.


#6 — Pikmin 3 Deluxe

Players: 1–2 Local (Campaign)
Genre: Strategy / Puzzle
Switch Release: 2020
Best With: 2 players

Pikmin 3 Deluxe is a fantastic port that added co-op, and it’s one of the best equal co-op experiences on Switch. It blends real-time strategy with exploration and puzzle solving, and co-op lets you split responsibilities: one player handles combat while the other manages multitasking and exploration.

It’s especially frustrating that Pikmin 4 didn’t keep this full co-op approach, because Pikmin 3 Deluxe absolutely nailed it.


#5 — TMNT: Shredder’s Revenge

Players: 1–6 Local
Genre: Beat ’em up
Switch Release: 2022
Best With: 3–6 players

I genuinely can’t think of anything they could’ve done to make this game better. It’s exactly what you want from a TMNT beat ’em up: beautiful pixel art, tight pacing, great soundtrack, and up to six players.

It’s the best TMNT game ever made — and alongside Streets of Rage 4, it set the bar for modern beat ’em ups.


#4 — Super Mario Bros. Wonder

Players: 1–4 Local
Genre: 2D Platformer
Switch Release: 2023
Best With: 2–4 players

Mario Wonder is the evolution of 2D Mario I’ve been waiting for. The art style finally feels fresh and expressive again, and the co-op design is a big step up too. It doesn’t feel like the game is constantly trying to sabotage your teammates.

You’ve got more playable characters, tight controls, tons of creativity, and Wonder effects that keep the entire game feeling surprising. I played this nonstop with my daughter until we beat it.


#3 — Streets of Rage 4

Players: 1–4 Local
Genre: Beat ’em up
Switch Release: 2020
Best With: 2–4 players

Streets of Rage 2 used to be my all-time go-to beat ’em up, and I still think it’s in the conversation for greatest ever. Streets of Rage 4 didn’t just bring the series back — it modernized it in a way that actually feels right.

Better combat flow, quality-of-life improvements, incredible co-op, and a soundtrack that rules. It’s the modern gold standard for beat ’em ups.


#2 — Portal 2

Players: 1–2 Local (Co-op Campaign)
Genre: Puzzle
Switch Release: 2022
Best With: 2 players

Portal 2 is one of the smartest games ever made — and the co-op campaign is one of the best two-player experiences of all time. It’s a fully fleshed-out separate campaign that forces real communication. You have to cooperate. There’s no brute forcing it.

The puzzles get more complex as you go, and the writing is still some of the funniest in gaming. It’s a masterpiece.


#1 — It Takes Two

Players: 2 Local Only
Genre: Action / Puzzle Platformer
Switch Release: 2022
Best With: 2 players

You can’t talk about co-op gaming without It Takes Two. It’s designed exclusively for co-op — no single-player option — and every level introduces new mechanics and genre twists so it never gets stale.

Each player gets unique abilities constantly, and nearly every moment requires coordination, timing, and teamwork. Until something surpasses it, It Takes Two is the gold standard for modern co-op gaming.


Final Thoughts

That’s my top 20 all-time best couch co-op games on Nintendo Switch.

There are plenty of other games I could’ve included, but these are the ones I keep coming back to. What are your favorites — and what do you think I missed?

Every Co-op Atari Lynx Game Ever

Every Co-op Game on the Atari Lynx

Some kids had the Game Boy. Others had the Game Gear. But a few lucky ones had the Atari Lynx—a powerful handheld with some surprising co-op titles.

In this post, I’m diving into every single co-op game on the Atari Lynx. Let’s jump into it.


Basketbrawl

Think basketball meets beat-‘em-up. Sounds fun, right?

  • You can: Punch opponents, pick up weapons, and stab people mid-game.

  • Problem: It’s just not a good game. Bad sound, clunky controls, and not much fun to play.

Also available on the Atari 7800... where it’s still not worth playing.


Bill & Ted’s Excellent Adventure

A unique co-op experience on the Lynx. It plays more like an RPG or a Zelda-style adventure—minus the combat.

  • What you do: Split up and explore areas to collect musical notes.

  • Pros: Infinite lives, password system, and the ability to run.

  • Cons: The objective isn’t always clear, and progress can feel slow.

Still, it’s one of the most interesting and unique co-op games on the system.


Double Dragon

Yes—Double Dragon on a handheld. And it’s shockingly good.

  • Pros: Faithful to the arcade visually, two-player co-op, minimal slowdown.

  • Unique Feature: Players can move independently (not stuck on one screen).

  • Downside: The controls are awkward.

Still, it’s one of the best home ports from that era. Recommended!


Gauntlet: The Third Encounter

An exclusive Lynx title, released in 1990.

  • Classic formula: Destroy enemies, collect keys, find the exit.

  • Unique Twist: Vertical mode with quirky character classes (Samurai, Punk Rocker, Nerd?!).

  • Up to 4 players (though I’ve only played it with two).

It’s not the best Gauntlet game, but it’s the most overlooked.


Joust

The classic arcade co-op game from 1982 makes its way to the Lynx.

  • Gameplay: Tap to fly, land on enemies, grab the eggs.

  • Pros: Portable version of an iconic game.

  • Cons: By 1992, there were many other ports—and this one doesn’t stand out.

Still fun, just maybe not the best version out there.


Raiden

A vertical-scrolling shooter originally from arcades (1990).

  • Lynx version: Decent and colorful, with vertical screen support.

  • Issue: I kept having communication errors trying co-op.

  • Status: Still unclear if that’s hardware-related or just a Lynx issue.

Let me know if anyone else has experienced this!


Rampage

Another arcade classic on the Lynx. Released in 1990.

  • Playable monsters: George, Lizzie, Ralph—and a new giant rat named Larry.

  • Gameplay: Destroy buildings, eat people, smash stuff.

  • Downside: It gets repetitive.

But visually? Impressive. A solid port worth checking out.


Todd’s Adventures in Slime World

Originally a Lynx game in 1990, later ported to Genesis and PC Engine CD.

  • Co-op up to 8 players! (I’ve only done two. Someday…)

  • Unique touches: Get covered in slime, jump into water to clean off.

  • Power-ups: Triple shot, slime gun, bombs, jetpack.

  • Cons: Awful music, slow gameplay.

Still, it’s weird and charming enough to have a soft spot in my heart.


Xenophobe

Another great arcade port with Lynx-exclusive twists.

  • Up to 3 players co-op.

  • Cool feature: One player can even play as an alien.

  • Gameplay: Explore ships, destroy aliens, and find the exit.

This is probably the best home port of Xenophobe. Highly recommended.


Xybots

Possibly the first third-person shooter—and one of my favorite Lynx games.

  • Unique for Lynx: Each player gets their own screen. Split up or team up.

  • Progression: 52 levels, earn money, buy upgrades.

  • Favorite feature: Exploring the maze solo or together works perfectly.

Just make sure to plug in your AC adapter. The battery drain is brutal.

🎯 My top pick? Xybots. It’s a hidden gem in the world of co-op gaming.


Zarlor Mercenary

Our final game is a Lynx-exclusive vertical shooter from 1990.

  • Up to 4 players co-op.

  • Visuals: Genuinely impressive—feels like a Genesis game at times.

  • Choose your pilot: 7 unique characters, each with different weapons.

  • Gameplay: Shoot enemies, earn cash, upgrade weapons after each mission.

It’s short (6 levels), but tough. I’d recommend it over Raiden, especially since I couldn’t get Raiden to work in co-op.


Final Thoughts

The Atari Lynx might not have had the market share of the Game Boy or Game Gear, but it carved out a niche for itself with surprisingly solid co-op games. From forgotten exclusives to impressive arcade ports, these titles are worth revisiting—especially if you can get your hands on a second system and a link cable.

Have a favorite Lynx co-op game I missed? Let me know—I’m always looking for more to explore!

Co-op Spotlight #15 - Divinity: Original Sin

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By Logan Hosoda

Technical Details

Divinity: Original Sin is a co-op turn-based strategy RPG that was originally released for windows in June 2014 by Larian Studios, but later got an enhanced edition in October 2015 for all current gen consoles.The enhanced edition added a multitude of new features, voice acting being one of the greater ones. The game features split screen drop in/drop out co-op across all platforms, including PC, and features two fully customizable protagonists. For PC, you can even adjust the controller ui in the options to represent PS4 and Xbox One controllers, depending upon which you’re using, or even stick with the good old mouse and keyboard if that’s your preference. It allows for a maximum of two-players, and even encourages the use of two-players in the game.

Story

The story of Divinity is centered around the concept of “Source”. Source is basically the magical essence that creatures utilize in order to cast spells, or do various magical things, which is pretty much mana. In the story, source was too dangerous, and too unpredictable. An organization called the “Source Hunters” was formed to outlaw all source, and to hunt down, and eradicate all traces of sourcery. That’s where the two main protagonists come in. You have received orders to solve a murder that happened in a town called Cyseal, where a beloved town councilor was murdered, and source was suspected to be involved. You as the players, get to choose how you want to proceed.

Choices

Easily the greatest part of the game is the sheer amount of decision making that’s involved. Right off the bat, you get to choose what you want to do in the game. You can choose to go straight to the town, or start exploring, and doing whatever you want. Beyond that though, the game features incredible character interactions. Even the main protagonists can interact with each other, which honestly is an absolutely genius concept that completely solves the issue in co-op games when it comes to conflict of decisions. Instead of duking it out in real life, you’ll just talk it over in-game. If for any reason there is a disagreement, it forces the players to play a game of “rock, paper, scissors” to solve the argument. The little minigame is always fun, and creates a fair solution for each player involved.

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Alignment

One of my favorite qualities that Divinity features is the lack of clear moral decisions. When I think of a modern day alignment system, I think of Mass Effect, or Dragon Age, where they very clearly indicate which decisions are good/bad, and how they will affect your overall alignment. I was never a fan of these systems, because there’s no moral grey area. If you wanted to be good or bad, it was really easy to do so. In Divinity, however, the whole concept of “good or bad” is replaced with various different qualities that your character will pick up over time, such as “obedient”, “loyal”, “heartless”, or “romantic” for example. The concept of a moral grey area is fully employed when you reach your first major quest, which is to solve the murder mystery. The entire time you’re solving the crime, you’ll flip flop constantly between which characters you may think did it or not. I personally found this whole experience to be so extraordinary, because it really showcases the fact that first impressions aren’t always accurate, those that seem trustworthy may not actually be trustworthy, and those that seem guilty may actually be the victim. You never know what you’re going to get, and you just might come to regret the decision you made, thinking that it was a good one. That is the power of grey morality.

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Gameplay: 

- Combat

In Divinity: Original Sin, the combat is a modern take on turn-based strategy. This may be a point where the game will lose interest for many that are only interesting in real time combat, but if you enjoy turn-based, this game takes it to the next level. The combat is hard, really hard. Everything factors into who will win, and who will die. You have to pay attention to the environment, your surrounding, what you can utilize, and how to utilize it. If you’re super nerdy and a fan of D&D (like myself), then this will feel really familiar. If you notice someone is standing on a puddle of water, you can electrify it to stun them, or freeze it, or do whatever you want with it if you have the skills. Certain environmental effects will change the entire course of a battle. For example, you can splash oil everywhere then set it on fire, creating a smokescreen and limiting the sight of all archers and mages, while also creating a field of fire. If you’re the type that loves to think of the most devious of strategies to win fights, then look no further, Divinity not only allows you to do it, but rewards you for doing it! In fact, sometimes it’s entirely necessary if you actually want to win some fights, because enemies come packed in with massive groups!

- General Gameplay

When you’re not in combat, you basically have the freedom to do as you please. When both players are together, you can share one screen to adventure together, and when you get too far apart, the screen will split, allowing the players to travel as far apart as they please and do things on their own. One major selling point for me, from a co-op standpoint, is the fact that both players exist, and are important in the universe. I’ve mentioned my pet peeve with the Fable games before, where the second player was an invisible henchman that isn’t even acknowledged in the game, which is a common trend when it comes to co-op RPG’s. As far as gameplay elements, you have the freedom to attack whatever you please, be it doors, chests, boxes, key characters in the game, you name it! You can also pick locks, pickpocket, sneak around, steal stuff, break into people’s houses, barter, persuade, intimidate, craft everything, and do just about anything else that you can think of! There is no shortage of things to do in this game, and coming from a guy that is usually only into good combat, I quite enjoy the gameplay outside of combat.

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Conclusion

Divinity: Original Sin Enhanced Edition is well worth the praise that it has received. In my personal opinion, this game is not only amazing, but revolutionary. It takes the oldschool RPG genre, and pushes it to the next level with incredible modern day appeal, all without losing even an ounce of that vintage RPG feel. Even though I’m nowhere near being done with this game yet, I haven’t had an experience this good, and this captivating since the days I played Fable: The Lost Chapters. If you’re looking for not only an amazing RPG, but one that you can play with a friend, then you’re definitely going to want to check this game out! It’s a top-notch experience guaranteed!

 

 

 

 

Co-op Spotlight #14 - Wai Wai World 2 (Famicom)

By Zachariah Hosoda

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Wai Wai World 2 is a 1991 Famicom game released only in Japan by Konami. It is a sequel to Konami Wai Wai World, and stars various Konami characters. At a glance, the game appears to be a basic platformer, and at times, it is. But each level focuses on a specific Konami title, and sometimes a different genre all together. For example, one level is a horizontal shooter, then another is a vehicle combat racer. The differences in style definitely help keep the game interesting.

The player begins by selecting one of four character groups which consist of three different Konami characters. The majority of the levels play like a straightforward platformer. In these levels you play as the main chracter, Rickle. Once you collect a special power up, you are able to temporarily transform into one of the three characters you chose in the beginning. These are the characters you are able to use in the game -

  • Goemon - Gonbare Geomon/Mystical Ninja series.
  • Simon Belmont III - Castlevania. 
  • Getsu Fūma - Getsu Fuma Den. 
  • Upa - Bio Miracle Bokutte Upa
  • Bill Rizer - Contra
  • Vic Viper - Gradius (Only in shooter levels)
  • Twinbee - Twinbee series (Only in twinbee shooter levels)
  • Pentarou - Dream Penguin Story and Parodius
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There is an level select map similar to Mario 3. After specific levels you are able to choose different paths with different stages. Unlike most 8-bit platforming games of the time, Wai Wai world 2 isn't extremely difficult. The game definitely gets harder towards the end, but with the unlimited continues and a password system that is actually manageable, beating the game shouldn't be impossible for the average player. The original Wai Wai world that came out three years prior, was met with mixed reviews. I personally enjoy that game, but the sequel is clearly the better of the two. The first one just lacks the variety and creativity that the second game has. Not to mention, it's a much more difficult game! 

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If you're just getting into importing games for the Famicom, Wai Wai World 2 should be one of the first games you look for. There's just so much variety between the levels and characters, it makes for some great replayability. When it comes to co-op games from Nintendo's 8-bit consoles, this is truly one of the finest. It's a shame it never got an American release.

Co-op Spotlight #13 - Castle Crashers

- Logan Hosoda

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Castle Crashers is a modern take on the “beat em’ up” genre with added RPG elements, where you play as a set of knights that must rescue the 4 princesses from the evil dark wizard. The game features 4-player local and online co-op, a large variety of characters (most unlockable), various weapons, fighting styles, a leveling system with stats, etc. Castle Crashers was developed by The Behemoth, and originally released of the Xbox 360 in 2008, later to be released for Playstation platforms in 2010, and also released for Steam in 2012.

Perhaps the best part of the game is the amazing combat that it features. The gameplay is very fluid, every action feels smooth, and enjoyable. While yes, it is a beat em’ up, and we all know beat em’ ups get redundant, I think that Castle Crashers has enough varied gameplay to really keep the players interested, especially if you manage to gather 4 people! You can choose between using a melee weapon, your bow, magic, or all three! The best part is that each character has different spells, which makes it fun to unlock them all, and test them all out, which in my opinion creates a very re-playable game. As you level up, you’ll gain new magic abilities if you choose to invest in magic, and you’ll find new weapons as you explore the world. But unfortunately, there’s not a whole lot that’s very special about the bow.

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The way you progress in Castle Crashers is similar to a Mario game, where you get to select the level from an overworld view, and then you jump in and work on completing it so that you can unlock the next levels, and move forward from there. It progresses in a linear pattern for the most part, but there’s a couple of points in the game where you can choose between multiple paths. This system is nice, because it allows you to go back and farm money, level up, or search previous levels for secrets, such as pets (cool little creatures that give you a passive bonus), or sweet weapons that can be dropped, or possibly hidden. There’s a plethora of hidden stuff to be found in the game, so if something looks suspicious, definitely check it out!

One of the best parts about Castle Crashers is the amount of humor that they packed into one game. While there really isn’t any dialogue (at least I don’t remember any), there’s loads of hilarious shenanigans happening throughout the game. You need to play the game to understand, but I remember laughing almost all the way through during my first couple of playthroughs. So long as you have childish humor and a love for unnecessary violence and fart jokes (like me), then you’ll enjoy it guaranteed!

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The game is overall pretty short, and can be completed casually in around 7-10 hours or so. If for any reason the game isn’t difficult enough for you, then unlock the hard mode, and try that bad boy out, because it will make you cry. To this day, I still have yet to complete that horrendous mode, because it’s too flipping hard. Even with max level, the best weapon, best pet, etc. I still can’t beat it. It makes Dark Souls look like a lovely frolic through the flowers to put things into perspective. So give it a whirl if you’re so daring!

Castle Crashers is an incredible game, and one of the earlier indie games that really sparked the rise of indie developers back in the day. If you haven’t played it yet, or if you’re looking for an action-packed game to play with some buddies, then Castle Crashers is the perfect choice. So go on out there, and save your princesses, and then fight your friends to the death for her kiss!

 

Co-op Spotlight #12 - G.I. Joe Cobra Strike (Atari 2600)

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The game came out on Atari 2600 in 1983. Other than the name, G.I. Joe Cobra strike has very little to do with the G.I. Joe franchise. The game plays similarly to other 2600 games of the time, such as; Breakout, Kaboom, Pong, and maybe even Space Invaders. But what sets this game apart from other Breakout inspired games, is the fact that you can play it cooperatively using two paddle controllers. However, instead of bouncing a ball with the paddles, your goal is to protect the running men below by blocking the missiles being dropped by the giant cobra.

On top of blocking the attacks, you are able to shoot the Cobra with missiles from the cannons on both sides. But in order to do so, you need to first move your paddle over to your cannon and then press the fire button. Once your men are all destroyed, the game ends. As mentioned before, this is a true co-op game. Unlike other 2600 game that feature co-op, this one doesn't have a competitive aspect to it as well. The score is shared between players, and working together is required to move forward.

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The giant cobra must be hit around eight times in order to move to the next level. You will then be presented with an almost identical cobra, but with different colors. The graphics are simple, however, the Giant Cobra sprite is very impressive for the 2600 hardware. This is one of the few instances where a character in a 2600 game actually looks like it's source material. Another interesting feature in the game is when you plug a joystick in, a third player can join in and control the cobra. This might not sound like much, but for the time, I think this was a pretty unique gameplay element. 

Overall, G.I. Joe Cobra Strike is a simple game. It may not be the best 2600 game, and by today's standards, it may seem outdated. But if you're looking for a unique co-op experience on the 2600, this is certainly a lesser known classic that deserves some time. This is the definition of "easy to play, hard to master". There aren't a lot of co-op games for the 2600, but this is definitely one of my favorites.