It Takes Two

To make a thing go right…

While I’m certainly late to the party, It Takes Two is a game I consider worth the wait. The co-op nature of the game left me without a dance partner for some time, but after recently wrapping credits on this relationship therapy of a game, I can honestly say this is an impressive feat of design and engineering, borrowing mechanics from literally every game ever and fusing them into a delightful platformer built entirely around teamwork.

Told through the lens of two parents about to get a divorce, an argument overheard by their daughter, Rose, she then retreats under her desk, clutching a pair of dolls she has made of her parents and a book about love she’s found that might provide some assistance. Her tears, albeit all too innocent, transfer the consciousness of her parents into their respective dolls. As the pair wakes up, they discover they have been magically transported into these new bodies, discover they are incapable of dying and are often granted fantastical powers that they will need to use in order to return back to reality. You’ll explore incredibly well-designed locations, perform Ratchet and Clank-style grind rails, solve a wealth of complex environmental puzzles, and command various modes of transportation in this thrilling and often humorous co-op adventure.

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Developed by Josef Fares, the man who told the Oscars to go fu.. well, yeah, that guy, It Takes Two is certainly his most ambitious game yet, coming in at around 13-15 hours, and is part of the wonderful EA Originals program where EA helps developers put out a game and only collects the investment they put into it, then allowing the developer to collect all profits going forward. We saw this with Knockout City, Fe, A Way Out, Unraveled, and more.

It Takes Two is aptly named as this adventure is solely a co-op experience that is split-screen regardless of your setup. Couch co-op or online, the game is split largely down the middle since seeing your partner’s view is fundamental to how the game's many mechanics are built. This would not work as a game solo with AI, or even with each player exclusively seeing just their screen, it just wouldn't work. While the forced nature of it being only co-op is certainly a letdown for some players, its co-op nature is built into the very idea of the game itself and that there really would be no other way this experience could exist other than what Hazelight Studies has done here. Thankfully, only one player needs to buy it as their co-op partner can download a free version that lets them play with a host who owns the game. This was the same program they had with A Way Out, and it is a program that a few other games have started to implement as well.

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Here, you play as either Cody or May, two initially bickering and bitter spouses that start the game on argumentative terms and slowly attempt to rekindle at least a part of their spark. In fact, you're guided by a relationship book, who while is annoying as all hell, lures the pair through various environments and obstacles in order for them to "feel something" and "fix their relationship" all while doing the worst Antonio Banderas impersonation of all time. Seriously, if there is one complaint I can make about this game, it's how annoying the book is. But, that is likely intentional. While the game does visit some common tropes that we see in most romantic comedies, especially those where their kids are trying to get them back together, the story thankfully avoids many of the common mistakes we see in these, and while the story does in some ways play to those tropes, I was surprised at the level of clarity we’re given and yet not given at its conclusion.

Shrunk down into tiny doll bodies, made of cloth and clay, and whathaveyou, you'll explore locations all over the house and outdoors. From exploring the garden, the inside of a large tree, a snowglobe, to inside some of Rose's toys themselves, these locations offer a wide range of environments that consistently entertain. That said, I wasn't particularly fond of the final location because, at that point, it didn't really bring us anything new, despite giving Cody a Captain America type shield. There are some interesting mechanics here, but this location fails to give their powers the flexibility of what we see elsewhere.

Nearly everything this game throws at you is unique in some way, complemented with mechanics that consistently make the game feel fresh, even when you think you've done it before. Nearly every mechanic is used in multiple ways, and when you think you've figured out the limits of a particular power, the game decides to flip those abilities on their head and use them in very fascinating ways, such as using your sap gun, which up until then, was primarily used to coat enemies in sap in order for May to cause them to explode with her match gun, in order to then push a barrel lid through the water, acting as its propeller. We also see new powers introduced at each level, so you are never doing one thing for too long, and no power overstays their welcome.

Often, Cody and May’s powers are used for teamwork, such as a hammer and a nail, magnets that pull and oppose each other or having the ability to freeze time and be in two places at once. These are just a short few examples of some truly ingenious and yet simple combinations. This level of creativity is the same with the game’s bosses, which are a treat, and there are so many that greatly impress. From a rampaging vacuum cleaner, a laser-happy spaceship, a mechanized Queen Bee, to a charging Bull, each and every one of these feels designed around complementing your powers in some capacity, especially since both Cody and May often have wildly different abilities from one another.

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The game does a great job at making itself simple, often keeping powers and abilities on certain buttons, and other functions like jumping and dashing in the same setup, regardless of it being on the back of a spider, or flying through the air. Nothing here is complicated, other than the design work to its puzzles. Often, and I mean very often, you'll have these eureka moments as you exclaim that you've figured out a solution. Honestly, I don't think either of us sat at a puzzle for too long as we would jump and bounce off the environment, testing out ideas, including one that accidentally catapulted me into the deep reaches of space.

There is also a remarkable charm to its interactive environments. From mini-games that you'll track down that range from retro tank battles, riding a bucking bronco, a dance rhythm game, to hitting a rotating baseball, to little situational things like simply resting in a chair, or pushing a sled around, all filled with little bits of dialogue, to hilarious moments when you interact with something that sees the other player perish in a cloud of wispy smoke by accident. The game has several big areas that are filled with these little distractions, and nearly everything here is a joy to have that interaction with. You can see a great deal of care and passion went into every little thing, from the recreation of several games I had as a kid laying in wait, to snagging a hat off a party-going snowman. This game just oozes creativity at every turn. In many ways, these are the collectibles of the game, making you go off the beaten path and encouraging you to find something fun to take part in.

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Visually, It Takes Two is delightful, the dolls are very nicely detailed, with realistic fabric, an almost hand-crafted aesthetic to their faces, and the world and characters around you are filled to the brim with equally impressive detail and charm. Outdoor environments are colorful and spacious, and interiors are often loaded with equally impressive bouts of color, especially some of the more bizarre locations like inside a kaleidoscope, or on a partial recreation of Mario Kart's Rainbow road. This is one damn good-looking game with a ton of environments ranging from lush outdoor greenery, snow-capped villages, to the insides of a wall-mounted clock.

My criticisms are few here, with a few abilities feeling less than impressive in their execution as others, and a few instances of getting stuck or the reach that some of the swinging elements have that don't feel as forgiving as some other mechanics in the game. I also had a lot of moments of slow down, even on Series X, with a stuttering that bled into my audio as well. In fact, my headset would consistently unpair with my console, and oddly enough, this is the only game it has been doing that on, and I use it constantly. Honestly, apart from those issues, there isn't much here to be heavily critical of as it's clear from the first few minutes of gameplay of how much passion and creativity is at play here, the fluidity of moving from one moment to the next, and wondering what is around each corner.

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It Takes Two is a delight. That is quite honestly the best way to sum up what Hazelight has done here. The characters are charming, the adventure is varied in a wealth of engaging gameplay mechanics, many of which are given a new lease on life here due to their implementation. This is a must-play for anyone who enjoys playing games with others. It's never frustrating, often rewarding, and is one of the best co-op experiences that you can play with someone that hasn't even played a game before, it's just that intuitive. It's no mistake that It Takes Two is on so many of the industry's Game of the Year lists as it too has made mine.

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Developer - Hazelight Studios. Publisher - EA/EA Originals. Released - March 26th, 2021. Available On - Xbox One/Series S/X, PS4/5, Windows. Rated - (T) Animated Blood, Comic Mischief, Fantasy Violence, Language
Platform Reviewed - Xbox Series X. Review Access - It Takes Two was purchased by the reviewer.