

It turns into shouting matches and exasperated sighs. It's even worse when you're playing a game and are working towards a goal. It's not fun to laugh at other people when they're trying to be normal (unless you're one of those schoolyard bullies, in which case, we cast thee out!). Octodad is fun because you can laugh at yourself trying to do normal things. And you can't lunge over and draw it for them, that's just mean. You have to sit there while they scribble random things, unable to participate until they get their act together.

Imagine playing tic-tac-toe with someone who couldn't draw an X or an O. In practice, all it does is break the guiding philosophies of the game, turning an exercise in controlled chaos into chaos you desperately need to control. On the surface this hybrid co-op idea sounds like a wacky, wholesomely fun way to multiply Octodad's entertainment value. For added chaos, roulette mode randomly changes which player controls which limb after each objective is complete. Who controls what can be customized from the menu, so if certain people suck as being a left leg, they can swap at any time. The local-only mode allows up to four players to control the protagonist's limbs, each working a set or a single one with gamepads and the keyboard. Co-op in Octodad leaves a lot to be desired.
