Under exhilarating roller coasters and silly conversations with squirrels, It Takes Two has a heavy heart. It is about divorce and the harmful consequences for a girl who does not want to lose her family. It’s about decaying love and the differences that divide us. It’s about not wanting to face reality and not wanting to let go. It’s also about hope and uncertainty, with the past creating a better future and finding common ground no matter how badly it may hurt. All of these elements are beautifully woven into a colorful and moving adventure that hits the nail on the head, both in its moving storytelling and clever gameplay. It Takes Two succeeds in being a game that pushes two individuals to work together to create a relationship that works, but for how long?
In a moving foreground, we see a little girl named Rose running away to her play space after her parents, Cody and May, tell her they are breaking up. She is devastated and keeps saying that she just wants them to be “friends”. As hard as it was for Rose to come to terms with the news, we learn that she was expecting it. Not only did she make two action figures of her parents to pretend. along with – to show them what she wants them to be – she also secretly bought a “Book of Love” to learn how to make them care about each other again.
Rose’s tears stream down her cheeks over the characters and the book, evoking magical forces sweeping the house. The next time we see Cody and May, their souls have been passed down to their miniature, wood and clay counterparts. As these two adults rightly panic in their new bodies, The Book of Love welcomes them as an upbeat and comedic character named Dr. Hakim, who promises to help them mend the bond they once shared. The whole adventure is told from this tiny perspective and delivers a beautifully written story that takes place amid treacherous action sequences. The mix of storytelling and gameplay works incredibly well, giving you a lot of insight into Cody and May’s minds as they jump and race to find a way back to their normal life (and size).
Dr Hakim doesn’t want them to move so fast, however, and thinks they should stay small to work out their differences. This somewhat harmful desire which is his is brilliantly transformed into the basis of the adventure. As the name of the game suggests, It Takes Two can only be played by two people, sitting on a couch together or in a row. While each player is invited to complete individual platforming challenges, little progress can be made unless the duo work together. Almost all major moves require teamwork, communication, and patience between the two players. Even when playing online, the screen is still split in half so you can see exactly what your partner is doing, a great touch that allows the other player to solve problems with verbal advice.
Cody and May share the same basic moves, but have different tools to use in each world. This makes them feel distinct and sets the stage for a person to always have ownership of a specific type of action. For example, Cody has an explosive gel, but it can only be detonated with May’s rifle. Later in the game, Cody can change sizes, while May is outfitted with Magnetic Boots – an odd pair that allows the two characters to interact in the world in different ways to open up new roads.
The combination of the actions of the two players is used in almost all of the sequences, which are generally wonderfully designed, providing lots of laughs, edge-of-your-seat moments, and a unique flow that requires teamwork. A few sequences cause the two characters to do the same type of action, but with slightly different thinking and movements for each, such as having to spin a boat’s waterwheels in different directions to avoid falling into mines. . It’s the type of activity that will make you scream back and forth when you stumble with what you want the other player to do in conjunction with your move.
While It Takes Two will be mentioned for its exclusively cooperative design and subject matter, developer Hazelight’s biggest triumph is strain in action. When a particular gameplay idea has been fully explored, the action turns into something new, which is taken for a fun spin before it expires and comes up with another idea. It’s amazing how many different concepts are explored, almost like the biggest hits of anything you can do in action games. Some of these ideas work better than others, but most of Hazelight’s attempts are incredibly well executed, like riding on the back of a magical catfish, hurtling down an icy slope in a bobsleigh, or using a fidget spinner to get up and running. launch into the air.
The core running and jumping gameplay is consistent across all worlds, but the problem-solving elements are still shaken up. Hazelight even provides a respite from the action every now and then with fun mini-games that let you compete with your partner, give them a helping hand, or in some cases take your stress out (like the hit on the head in a game of whack-a-mole).
Constant verbal communication is an absolute must for almost every little streak, which again gives this game a unique position. Lots of challenges will have you saying phrases like “flip the switch … now!” Some of the co-op feats can be brutally difficult in both timing and movement, causing both players to die a lot, but the checkpoints are widely scattered. If you miss a jump, you usually start again there (or a few game steps back). The upgraded advancements so often help save the game from its slightly rigid and imprecise platforming mechanics. If both players die, they’re going to have to restart a boss fight or go back to level up a bit, but a well-designed quick auto-relaunch limits those moments.
The platform is sophisticated, requiring double jumps and overhead dashes, as well as rope swings and more. None of these actions are completely reliable or as smooth as you want them to be, but they are enough to get the job done. Hazelight is keenly aware of how often timing missteps can be made and helps the player by automatically pulling characters to a ledge rather than missing if they are close. It’s weird to see Cody or May magically move through space, but it’s better than having to start a difficult action all over again. Useful warping occurs throughout the game, whether you’re a good five feet under a rail slide and suddenly find yourself on it or you’re about to miss a jump to a tree branch.
It Takes Two might not be the platform heavyweight he aspires to be, but he more than makes up for it with his big heart, rich variety, and gorgeous imagery. All of his individual actions are things we’ve done in other games, but when applied to this distinct co-op approach, they take on a whole new life and are used in wonderful ways over a long adventure. The action will have you laughing and screaming at your TV, and the story stays strong throughout, creating the backbone of an entertaining adventure that roars with excitement and should keep you glued to the controller to see if the love. lost of this couple can be rekindled.