My love ofInfernaxis no secret by this point. Many indie titles have shot for NES nostalgia, butInfernaxprovides an experience that genuinely belongs among the console’s best. Its tight gameplay, compact map to explore, and authentic difficulty curve drives home the feeling of playing a version ofSimon’s Questthat became a beloved classic instead of a series black sheep. Add in a host of secret characters and multiple endings, and you have a game just begging to be replayed.

I gleefully put in at least three runs throughInfernaxlast year, yetthe announcement of couch co-op via theDeux or Dieupdatestill piqued my curiosity. As much as I love this game, couch co-op updates to single games have left me underwhelmed in the past. For example,Shovel Knight‘s two-player modewas fun, but nowhere near the quality of its one-player campaign. Meanwhile,Deux or Diepromises the new character Cervul, a plethora of unique abilities, and a revamped progression system. WouldInfernaxmaintain its quality as a two-player game, or would it be another novelty worth an hour or two?

Screenshot by Destructoid

Well, after playingInfernaxthis weekend armed with a friend (henceforth referred to as John Dtoid), I am extraordinarily happy to say that Berzerk Studio hit it out of the park withDeux or Die.

A rebalanced campaign

The first thingDeux or Diedoes fantastically well is remix the entire campaign with Player Two in mind. Right out the gate, the cutscenes incorporate Cervul and even add some unique dialogue throughout the adventure. Story was never the strong suit ofInfernax, but I love the playful routeDeux or Dietakes. For example, after one NPC praises protagonist Alcedor, he adds a tepid “oh hi Cervul” just to acknowledge him. It rides a fine line of lampshading its one-player focused story while avoiding outright fourth-wall breaking jokes.

Fortunately, it’s not just story that was overhauled for Cervul. Every screen inInfernaxis littered with enemies now, to the point of looking like a Kaizo ROM hack at first. This gives both players equal responsibility to proceed through the game effectively.

Screenshot by Destructoid

Since so many enemies come at you from multiple directions, John Dtoid and I typically divided responsibilities between us. As the one in control of Cervul, I handled airborne enemies while Alcedor’s mace smacked things at ground level. After mastering the new mechanics, I was pleased to see that our pace matched a normal solo run ofInfernax. Despite the overwhelming enemy forces, both players recieve ample power to match the odds.

Cervul is my new favorite character

While the campaign rebalancing is nice, what really makesDeux or Dieclick is Cervul himself.

By default, Cervul chucks axes at enemies a la the classicCastlevaniaaxe. Holding directions on the D-Pad lets Cervul change the trajectory of his throws, but he’s never particularly good at hitting things in front of him. Meanwhile, melee is the one range Alcedor isverygood at. Both characters’ mechanics naturally encouraged cooperation without stepping on each other’s toes. I always felt like I was contributing a lot as Cervul without ever fully stealing the spotlight.

Screenshot by Destructoid

As you progress further, Cervul unlocks and strengthens an extraordinarily fun set of skills. My bread-and-butter was the Crossbow, which requires a charge between shots but snipes enemies effectively. Meanwhile, against enemies throwing ranged attacks in turn, I could wield my Pavise with both hands and focus on blocking incoming shots to defend myself and ol’ John Dtoid. This let our playthrough ofInfernaxbecome surprisingly methodical instead of a test of our reflexes. I’d often stop and evaluate an area before selecting the tool that would lighten the challenge in front of us.

Honestly, there were moments when I felt like I was outright breaking the game with Cervul. However, instead of coming off as cheap, I instead felt rewarded for knowing what skills would work best in each situation. Using Cervul’s kit let me see the entire world ofInfernaxis a new light, almost as if I was playing an entirely new game.

Screenshot by Destructoid

Promote synergy

The crazy part is that Cervul isn’t the only one bringing team dynamics. Alcedor’s support spells now affect both players, ranging from shields to full heals. This, too, adds a new layer of depth toInfernax.

By default, Cervul has a stack of bandages that can slowly but reliably heal either player individually. Meanwhile, Alcedor’s healing spells work instantly and heal fully, but he can only use a couple casts before his mana runs dry. This created a fun minigame where John Dtoid and I constantly thought of how to min-max our healing within dungeons, perpetually keeping our HP bars even with bandages so we could get optimal heals with spells later.

Screenshot by Destructoid

Cervul’s toolsdomake him feel like four characters in one. However, switching his skills takes time, which in turn gives Alcedor much more agency in co-op. Covering that melee blind spot for Cervul is optimal in most situations, but this never feels forced or inconvenient. Even Alcedor’s shield, whichgenerallyis inferior to Cervul’s Pavise, still has the advantage of being available on demand. There were more than a few situations where Johnny boy blocked shots for me while I was charging my crossbow, especially if I wasn’t paying attention to everything happening on screen.

Cervul winds up being a bit more powerful than Alcedor by the end of the game. However, it’s never to an extent where the scale is tilted too strongly in Cervul’s favor. Both players feel important throughout the campaign, and there’s enough freedom to let you control who will be more supportive and who will take point as the main attacker. I can’t believe I’m writing that sentence about a simple game likeInfernax, but that’s how elegant the mechanics ofDeux or Dieare.

Screenshot by Destructoid

Free play

Honestly, my only criticisms ofDeux or Dieare nitpicks. The boss rebalancing doesn’t fare universally well in co-op, leaving some foes unusually easy despite their bolstered health bars. There was also one encounter on the Ultimate Good story path that Cervul absolutely trivializes. As good as the co-op is,Infernaxneverfullyshakes the feeling that it was originally designed for one player.

That doesn’t particularly matter to me though.Infernaxalready felt complete at launch, soDeux or Dieis like getting a new game for free. Moreover, with playthroughs lasting around six hours,Infernaxmakes for a great weekend adventure.

Screenshot by Destructoid

As an additional touch,Deux or Dielets you hot-swap between the two-player mode and one player controlling both characters. At first, I thought this was a nice way to let solo adventurers experience the new content too. However, once I realized this let one player make progress while the other takes a break to use the bathroom or grab a snack, I realized how hard Berzerk Studio prioritized making a fun experience for two friends over anything else.

Infernaxdoesn’t have the reputation of something likeShovel Knight, butDeux or Dieproves its creators bring equal passion for their work. This free update was so transformative that I could have easily dropped $5 on it and felt I got my money’s worth. If you originally playedInfernaxvia Game Pass,Deux or Diemakes a compelling case to buy the game outright. It adds abundant replay value to a title already overflowing with it, and I can’t wait to explore Upal with more friends in the future.

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