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In levels like these, there is far less possibility space for chaos, and it feels less engaging overall. That means two players will do nothing but chop and throw for a whole level, while the other two are busy managing a larger gamut of tasks on their own. In a team of four, two players get placed on each raft and they never meet for the entirety of the level. That being said, there are a few levels which definitely feel limited because of the characters’ newfound propensity for catch – one early one that poses an issue involves two rafts floating down river rapids, one of which has the ingredients and a chopping board, the other of which has the frying pans, plates and delivery area.
#OVERCOOKED SWITCH FULL#
Coordinated teams will be able to cut down their cooking time significantly, while more haphazard attempts will lead to cluttered benches and floors full of recklessly thrown food. There’s no bonus for catching a teammate’s throw in midair but it feels great anyway, and unlike in a real kitchen there’s no worry of contamination if it drops onto the floor (evidently this is a world without a food safety inspector). The added ability to throw food makes some of the terrain-switching levels easier affairs, but it also affords the ability to create levels with uncrossable gaps in which players will need to throw food back and forth. For teams who have done and dusted all the challenges of the first game, Overcooked 2 will fit comfortably in your hands. Each player takes the role of a chef, and you’ll be tasked with chopping up raw ingredients, cooking them for just the right amount of time, assembling dishes and washing up. Every mechanic from the previous game is here, from the strong underlying core loop of time and team management, to the zany kitchens that will take even your best plans out for a spin. You’d initially be forgiven for thinking there’s not much new in the sequel. Related reading: Our review of the original Overcooked
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