Much like Solitaire or Tetris or Ding-Dong-Ditch, Sokoban is one of the classic staples of gaming people just can't stay away from, handing it tenderly down through the ages like some ancient swaddled baby. A baby we play with while we're on hold with the cable company, or while we're waiting for the jagoff in front of us at the coffee shop to order his venti frappe double mocha skinny whatever whatever MAKE UP YOUR MIND, BRAH! In-Finity's Sokoboom scratched that itch just fine with simple yet sleek puzzle solving, and now it's time for Sokoboom 2. Subtitle: The Sokobooming. Son of Sokoboom. Why do developers never take my ideas? This is why they pay me the medium bucks. As before, just use [WASD] or the [arrow] keys to walk and push any block you encounter in that direction as long as the way is clear, trying to cover all x-marks-the-spot-spots on the floor.
Also as before, Sokoboom 2 is strictly a no frills affair. You push blocks onto tiles, and that's it. Even that frustratingly restrictive "one mistake only, sucker" undo limit is still in place. While that's a bit of a bummer, the fact that the level design is still nice and tight is not, relying on compact, devious stages to really force you to plot out every move. You don't need a lot of bells and whistles to be a good puzzle game, and with its straightforward, brainy levels, Sokoboom 2 is definitely that... a solid, reliable little game you can take home to mother.