It was Gamereactor’s commitment to its readers that had to be fulfilled. The multiplayer part was still pending in the analysis of Sackboy: A Big Adventure, an essential part of such a title, and even more of this data from family reunions, even in small groups. Now that we have more DualSense controllers here, it’s time to share that experience.
Initially, Sumo Digital developed an instant access and exit system. If someone is already playing, it doesn’t matter if they’re in the central world or on a specific screen. It’s about pressing the X and joining the game. His thing is that he already knows the controls that are basically running, jumping, slapping and catching.
Outwardly, it’s an ideal game for multiplayer. With these simple mechanics and the small but detailed layers avoiding the split screen, anyone more or less experienced with the controls is welcome. Just knowing is enough as it has been designed so that teamwork is essential but not complex when solving puzzles or platform situations. There are no over-the-top platform fragments or fierce fighting to worry about.
Since Sackboy’s Story Mode was also designed for solo play, adding companions doesn’t add any extra depth. Between two or more people it will be easier to be successful or to reach more complicated points depending on the situation, since any help is welcome, but little else. However, it is the screens created for this mode that shine in company.
In the cooperative phases, yes or yes, we all always have to work together. It doesn’t matter if it’s about the next level or just collecting orbs, everything is planned in such a way that someone can’t get it on their own. Do you think you can get 100% without someone’s help? In theory yes, but compared to the average cost in Sackboy, it will be virtually impossible to try it out for yourself with two controllers, one in each hand, even for Sakurai.
To make this mode more relevant, Digital Sumo added additional multiplayer-exclusive mechanics. The most basic: take a partner and throw them so far that one would no longer jump on their own. But be careful, you can also take it from behind to make a pooch. And what is it all? Well, to add a touch of spice to it, because the points are not shared and at the end of the phase they decide who of all will get the final trophy.
I have to say that one thing I didn’t like is that Sackboy: Big Game doesn’t allow trading in collectibles between local accounts. The guests are “pelaos” when they arrive and leave so it isn’t fun to have these users collect everything if they lose it once they leave the game. The coin part of the game is done a little better, which is shared and therefore worth collecting, but it will take a long time for patrons to have some costumes in the store.
When I put together what I played a month ago and what I was able to prove now, the bottom line is that co-op multiplayer is the ideal way to experience Sackboy’s adventures on PS5 and PS4. It is made so simple and attractive to everyone that it is especially good for the premise to invite anyone who walks through your room. Since it’s pretty easy in the level structure, being alone is a bit boring, but with more people it at least gives you the opportunity to explore and try additional things.