Kingdom Hearts 3

Kingdom Hearts 3‘s plot structure and writing may be simultaneously convoluted and predictable, but that gives it an excellent base and framework as a drinking game.

Chock full of nefarious plots, villainous speeches and lore dumps, the game gives players plenty of down time they could spend sipping on a hard drink or downing a few cans of their brew of choice.

Every mention of the realm of darkness, the importance of friendship, or of someone dwelling within Sora’s heart would warrant a drink, as would villainous monologues by the Thirteen Darknesses or a Disney villain.

Likewise, a drink could be taken for each boss defeated and world completed, especially since they’re spaced out enough to keep from overwhelming would-be players.

Heck, if players find they’re not drinking enough, they could start taking a drink for every plot point the game glosses over from its Disney source material. (This would however, be reserved for the braver players.)

Yakuza 0

Yakuza is a much wackier series than its stone-faced characters would have you believe, and as a result is ripe with possibilities for a drinking game.

Of its many entries though, Yakuza 0 would serve as the best option for adaptation into a drinking game, if only because its main story and side missions offer two very different options for drinking games of their own.

With the game’s main story, drinks would hinge on the cheesy writing and overblown dramatics. For every double-cross, long-lost family member or evil plot revealed, a drink could be taken, with another taken when Kiryu or Majima reacts with “Nani?!?”

Drinks could also be allotted for every time the main characters contradict their images or drives; namely when they “incapacitate” an enemy with an explosion or gunshot, clearly killing them despite being against such an act in cutscenes.

As for the side missions, it would rely more on the whacky hijinks Kiryu and Majima can be dragged into.

Anytime they meet a stranger individual or are dragged on an adventure largely against their will, players can take a drink. If they end up having to fight their way out of it, another drink can be taken.

It won’t be long before every player is good and sloshed, and may even be drunk enough to sing along with the characters for some karaoke performances.

Red Dead Redemption 2

To be sure, Red Dead Redemption 2 is a long and meaty game. When certain elements are focused on correctly though, it can provide players with a wealth of opportunities to drink.

If players choose to drink along to some of the game’s main missions, the drinks are easy enough to justify. For every espousing by Dutch of having a plan, or exchange between other characters on doubting or believing in said plan, players take a drink.

Players further into the game can also drink for every time Arthur questions the logic of the gang’s actions, but be warned: These drinks will pile up faster and faster the further along one is.

Likewise, for every time a heist goes wrong or ends in a shoot out, another few drinks can be taken along with a celebratory drink once the mission is complete.

Outside of the main missions, there are just as many opportunities to knock a few back. Every unplanned collision with an object while on horseback, every ambush by outlaws and every random encounter can serve as a reason to take a drink.

There may be some dry moments here or there, but when players really get into it, they’ll find themselves as tipsy as Arthur is after a bender in the saloon.

Resident Evil 2 Remake

The Resident Evil 2 Remake may not seem like an ideal drinking game at first glance, but that changes completely once you apply the proper rules.

Depending on which campaign players choose to play, the rules vary accordingly. Players who choose Leon’s campaign can drink every time he survives a run-in with a horribly mutated monster, is almost killed or is deceived by another character.

Meanwhile, those playing as Claire can take a drink whenever she has to save Sherry Berkin, mentions her brother Chris, or swears at a zombie and/or biological monstrosity.

Likewise, several rules can carry across almost any play through. For every time Claire or Leon fails to save a fellow survivor, players successfully avoid Mr. X, a boss is beaten or players die, a drink can be taken.

This, of course, may create a vicious cycle of drinks as players become less and less able to react quickly to incoming zombified threats, but in place of fear there’s sure to be plenty of laughs and good times.

Sekiro: Shadows Die Twice

From Software‘s games have a long history of being adapted into drinking games, so it’s little surprise the same can be done with Sekiro.

The rules would be simple: For every true death – meaning a death after using a revive and still failing to overcome the enemy – a drink would be required.

This would lead to plenty of drinks for newer players to the game. Plus, thanks to the dulling of players’ reaction time by the alcohol, it would serve to make the game more challenging for more seasoned players.

If this proves too easy for players though, additional drinking requirements could be added on. For every unique enemy or boss killed, or for every set of prayer beads completed, an additional drink could be taken.

It’s worth noting, though, that this game would require the most caution while playing. It’s all well and good to bash one’s head against a wall to overcome a boss, but if it would lead to dozens upon dozens of drinks, it might be best to play this game dry.