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With that being said, SEGA didn't need to add anything to the previous game's game modes, and this thing is good fun, so kudos for the effort and even though I've given this mode a very backhanded compliment, I have spent a lot of time playing it these last few weeks anyway. It is the most mild RPG system you've ever come across and once you dust away at it a little you'll realise that it's still the same game, looked through a slightly different lens. You win if your opponent's health hits zero, and you can choose various characters, each with their own skills, and cards to take into battle to boost them. Perhaps the biggest addition is the new "skill battles," in which both your side and your opponent have a health bar, and as you clear blocks (Puyo or Tetris), you'll damage your opponent, and heal your own side. In fairness to SEGA, the development team has tried. It's worth the release in the sense that it's now native to the new generation of consoles, but as an upgrade, even the biggest fans of the first are going to really scratch to see the value in pulling those wallets out a second time. The problem with Puyo Puyo Tetris 2 is that SEGA had nowhere else to go with it.