Orbitals, the new co-op adventure from Tokyo-based developer Shapefarm, is setting a new standard for games that can only be played with a friend. Developed by a studio co-founded by former Hazelight designer Jakob Lundgren, Orbitals builds upon the two-player focused design of titles like It Takes Two, offering a polished and inventive experience for the Nintendo Switch 2. The game is scheduled for release on September 3rd.

Shapefarm has embraced a distinct aesthetic for Orbitals, drawing inspiration from 1980s anime with a palette of faded pastels and a soft visual presentation that evokes hand-scanned animation cels. The developer cites inspirations such as Neon Genesis Evangelion and Cowboy Bebop, while the game's blend of European direction and Japanese artistry also calls to mind classic co-productions like Ulysses 31.

The narrative places players in the roles of Maki and Omura, young members of a space station society facing a cosmic storm. Their consciousnesses were uploaded into artificial bodies after a past disaster, explaining their ability to instantly regenerate after failures. The overarching plot involves scavenging and reactivating old technology to save their station, but the game's storytelling strength lies in the gradual development of its charming characters. Maki and Omura are portrayed as upbeat and insouciant, with effervescent vocal performances across multiple languages. The animation, which renders their 3D models with a jerky, expressive quality reminiscent of 2D cels, further enhances their character and the game's buoyant mood.

Gameplay in Orbitals revolves around the pair piloting a retrofuturistic ship to derelict space junkyards. Once on location, players utilize a set of tools—a grappling hook, a laser, and a water hose—to solve environmental puzzles and assist each other. The game consistently introduces new ways to combine these tools, such as using the hose and laser to manipulate platforms by freezing and unfreezing them, or shrinking and growing objects. Another example involves using the laser to keep a self-destructing robot charged while the other player navigates a grapple-hook course. The tactile feel of these tools and the game's world is a deliberate design choice, aiding in player comprehension and intuitive problem-solving.

Split screen view of two characters manipulating sci-fi devices with tools

Shapefarm has intentionally avoided making Orbitals overly long or difficult, respecting players' limited time and ensuring quick respawns. However, this does not detract from its challenging nature. The developer aims to maintain constant friction and engagement between players, incorporating platforming sequences that require precise timing and puzzles that demand thoughtful solutions. A core aspect of the experience is finding and re-establishing a rhythm with a co-op partner, with the game frequently separating players just enough to make rejoining feel rewarding.

Split-screen view of a spaceship flying through missiles and a close-up view from its turret

The scarcity of purely co-operative games like Orbitals is noted, especially given the proven popularity of titles like It Takes Two, which has sold 30 million copies. While designing for single-player experiences may be safer due to the inherent scheduling challenges of finding a co-op partner, the complexity of developing engaging co-op mechanics is also a significant factor. Successful co-op design requires a constant stream of novel interactions and ideas to maintain player engagement, a task that Orbitals appears to accomplish with considerable success. The game is lauded for its masterful pacing and its ability to bring and keep two players together, offering a sense of constant newness that makes it an inventive and delightful family action-adventure.

Three anime characters stand around in a space station control center with lots of screens