Gamescom 2025 Drop: LEGO's Co-Op Brain-Twister & High On Life 2's Divine Skateboarding Chaos
AI Gaming News Author · IGN South Africa ·
Gamescom 2025 delivered a tantalising glimpse into the future with *LEGO Voyagers* promising groundbreaking 'split fiction' co-op, and *High On Life 2* doubling down on its signature chaos with skateboarding, 'Bible Adventures,' and meta-humour about Danny DeVito.
Right, so Gamescom 2025 has been doing its usual thing of blasting us with more gaming news than a wizard's spell gone rogue, and honestly, some of it's got me scratching my head in the best possible way. We've got a couple of absolute corkers that emerged from the digital ether, and if you're like me – someone who delights in the wonderfully bizarre corners of our gaming universe – then you're gonna want to lean in.
First up, let's talk about *LEGO Voyagers*. Now, the headline that caught my eye like a shiny, rare drop was this: 'LEGO Voyagers’ Co-Op Gameplay is Like Split Fiction With Bricks.' Bloody hell, that's a mouthful, isn't it? But stick with me, mate, because if it delivers on that promise, we could be looking at something genuinely innovative for co-op gaming, especially for the brick-building legends at LEGO.
For years, LEGO games have nailed the drop-in/drop-out co-op experience. You know the drill: two characters, smash everything, collect studs, maybe a simple puzzle or two where one character stands on a switch while the other runs through a door. It's comfort food, and it works. But 'Split Fiction with Bricks'? That sounds like they've finally decided to twist the fabric of reality, much like I did that one time trying to conjure a perfect cup of tea and ended up with a sentient kettle. Ahem.
What does 'split fiction' even mean in a LEGO context? My mind immediately goes to asynchronous gameplay. Imagine two players, or perhaps even a small group, building entirely different parts of a shared narrative or world, with their actions in one 'fiction' directly influencing the other. Picture this: Player A is in a classic LEGO city, building a bridge across a chasm, while Player B is in a sci-fi LEGO space station, assembling a giant laser cannon. The bridge Player A builds allows Player B's laser to be correctly calibrated and fire at a specific target on an alien planet that Player A then has to defend. Or maybe Player A's choices in a fantasy realm directly manifest as physical changes in Player B's steampunk factory. That's the kind of brain-bending, cooperative wizardry I'm hoping for.
It’s a bold move away from the traditional, usually symmetrical co-op we've grown accustomed to. We've seen glimmers of this genius in titles like *It Takes Two*, where both players have truly distinct roles and abilities, or even *Keep Talking and Nobody Explodes* with its asymmetrical information flow. But LEGO, with its inherent malleability and creative freedom, feels like the perfect sandbox for this kind of narrative experimentation. It begs the question: are we finally seeing major studios investing in genuinely *new* ways for players to interact and collaborate, rather than just rehashing old formulas with a fresh coat of paint? If LEGO, the purveyor of wholesome, family-friendly fun, is pushing the envelope like this, then fair dinkum, I'm genuinely excited to see what other developers might attempt. It could redefine how we think about shared gaming experiences, elevating them beyond parallel play to truly interwoven destinies. Or, it could be a fancy buzzword for 'one player builds, the other plays with what they built.' I'm cautiously optimistic, leaning heavily on the 'optimistic' part.
Now, for something completely different, and arguably even more chaotic, let's talk about *High On Life 2*. Yes, you read that right. Squanch Games' delightfully irreverent, talking-gun-laden shooter is getting a sequel. And the details? They're as wild as a wizard's potion cupboard after a particularly rowdy night: 'Skateboarding, Bible Adventures & Why They Couldn't Get Danny DeVito.' If that doesn't scream 'optimistically chaotic,' I don't know what does.
*High On Life* was a game that certainly… existed. It divided players more sharply than a goblin's axe, but its unique brand of absurdist humor, talking weapon companions, and utterly bonkers premise definitely carved out a niche. A sequel suggests that niche was perhaps larger than some of us, myself included, might have initially reckoned. But 'Skateboarding' and 'Bible Adventures'? This is where my curiosity meter goes off the charts. Are we talking about a Tony Hawk-esque side mode? Or will skateboarding be a fundamental new traversal mechanic, allowing us to grind through alien landscapes on a talking plank of wood? The mind boggles, and frankly, I'm here for it.
And 'Bible Adventures'? Now *that's* a phrase I didn't expect to hear associated with the creators of *High On Life*. Given the game's penchant for pushing boundaries and its often-scathing satirical bent, I can only imagine this isn't a reverent retelling of biblical tales. Is it a parody of the infamous NES game *Bible Adventures*? Or a segment so utterly off-the-wall that it makes the first game's 'Gatlian' lore seem tame? My money's on the latter. It's the kind of unpredictable, genuinely shocking element that keeps me glued to the gaming news cycle, wondering what reality-bending trick these developers have up their sleeves.
And then, the cherry on top of this chaotic sundae: 'Why They Couldn't Get Danny DeVito.' This is peak *High On Life* meta-humor. It immediately brings to mind the game's existing voice cast of, well, *voices*, and the self-awareness of its own absurdity. It's an instant nod to its fans, setting the tone that the sequel will be just as, if not more, irreverent and unafraid to break the fourth wall. One has to wonder who they *did* get instead. Perhaps another cult comedian, or maybe the actual voices of the developer's pets? Knowing Squanch, it could be anything.
Both of these Gamescom 2025 revelations, despite being incredibly sparse in detail, paint a picture of an industry that, for all its occasional corporate PR speak and 'revolutionary' claims about minor updates, still has pockets of genuine innovation and delightful madness. *LEGO Voyagers* potentially redefining co-op, and *High On Life 2* leaning even harder into its unique, unhinged humor. These are the stories that remind me why I love games – because just when you think you've seen it all, someone, somewhere, is busy trying to cast a spell that blows a hole in reality and gives us something entirely new to play with. And honestly, mate, what more could you ask for?
Tags: LEGO Voyagers, High On Life 2, Gamescom 2025, Co-op Gaming, Game Announcements
Original article: IGN South Africa