
A snow level not only introduces skating as a mode of movement, but also magnets, which help propel you to platforms and pull you towards each other, for example. It Takes Two is joyous and collaborative in ways that constantly had me and my co-op partner say “Man, this is pretty cool” aloud. There is a kind of cooperation in games where the sheer number of players makes the game enjoyable, and then there is what Hazelight does. There are occasional hitches, and at least one or two areas that drag a bit, but the rest is terribly fun because Hazelight’s commitment to cooperative gameplay shines through. “Head empty, no thoughts” is the perfect way to enjoy It Takes Two, because otherwise it makes zero sense. By the time I reached anything I’ve mentioned, I’d long since shut off my brain and decided to bask in the vibes rather than the story. The game’s simultaneously asking you to care about this impending divorce and the effect it’ll have on their daughter and the ludicrous task to gun down wasps or murdering plushies often! It forces the player to either try and reconcile these nonsensical aspects, or focus on a thing at a time. Little of it makes any sense with or without context, but also It Takes Two comes across as a videogame for the sake of being a videogame, and while I respect that, it does mean the game shoots its own story in the foot often. I don’t want to spoil my absolute favorite, but the amount of ludicrous things that come together to make it happen is nothing short of magic. One second you’re playing a shooter and the next you may be playing a hack and slash.
IT TAKES TWO ELEPHANT SERIES
Every level explores a gimmick or series of gimmicks almost to the point of tedium before casting it aside for the next, so the game manages to stay remarkably fresh almost the entire way through. These mundane settings, bolstered by Rose’s imagination, are an opportunity to get wacky with mechanics and gameplay features, which It Takes Two will just fling at you. Really, Cody just needs to get it the hell together. Ever wanted to be tiny and play in the castles that your parents bought and built you as a kid? Absolutely, but you have to deal with the fact that Cody never finished the roller coaster tracks leading in and out of it. Want to play in the tree? Sure, so long as you don’t mind getting wrapped up in a war between the squirrels and wasps Cody never got rid of.

And you know what? It absolutely works for me. The story really just comes across like a flimsy excuse to shrink down our player characters and have them explore imaginative takes on the dullest things, like a clock or a garden. The game then takes you on the wild and shrunken adventures of May and Cody as they flit all over their house and the grounds outside in order to return things to normal and finalize their separation. From here on out, you play as either of her parents in doll form and work with the guidance of the book (which has now come to life as a terrible “latin lover” stereotype and is never not gyrating or thrusting his hips) to return to their proper bodies. Hakim called the Book of Love, all while wishing for her parents to be friends again.


She holds out two dolls resembling her parents, and you get the sense Rose knows what’s going to happen and regularly retreats to these dolls, through which she fulfills her fantasy of having loving parents.Įventually, they tell her and she greets the news with a simple “okay” before retreating to a shed with her makeshift parents and crying into a book written by a Dr. By the opening second of the game, the couple’s already decided on splitting and just need to break the bad news to their daughter Rose, who watches their latest argument from the safety and distance of her top floor window. May and Cody are a married couple with a kid who seem to have lost their way. Or “col-lab-o-ra-tion” as one of the game’s more annoying characters attempts to drill into the player characters and soon-to-be divorcees, May and Cody. It’s mostly a platformer, but if you’re familiar with the work of its creators, Hazelight Studios, you know they don’t stick to any one thing except cooperation. It Takes Two is a cooperative game without a consistent genre. It takes commitment to actually make any collaboration work, especially a relationship or marriage, and that’s what drives It Takes Two. The popular saying goes “It takes two to tango,” and it’s absolutely true. Spoilers for mechanics and light discussion of ending.
