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Playcritik

It Takes Two Review: The Best Argument for Playing Games Together

It Takes Two review: Hazelight's mandatory co-op adventure reinvents itself every chapter with relentless invention, despite a weak script.

Aymen Sakouhi·Writer · Games Hobbyist//6 min read

It Takes Two — official screenshot 1

© Electronic Arts. Official media via Steam.

The pitch

Overview

It Takes Two opens with a rule it never once bends: you cannot play it by yourself. Hazelight designed the entire thing for exactly two people, whether hunched over one couch in split-screen or connected across the internet, and then spent every minute of the runtime working overtime to justify that demand. The justification, it turns out, is an almost irresponsible surplus of ideas.

The setup is a bickering married couple, Cody and May, who have quietly decided to divorce, right up until their daughter's wish and a talking self-help book shrink them into a pair of handmade dolls. Stuck at toy scale in their own home and forced to actually cooperate to get back, they become the pretext for the whole enterprise. Calling the story a pretext is not an insult so much as an accurate description of its job: it exists to fling two players from one wild idea to the next.

What Hazelight is chasing here is the platonic ideal of the co-op game, an experience that is not merely playable with a friend but impossible and faintly pointless without one. Director Josef Fares has built his studio's whole identity on that conviction, and It Takes Two is its fullest expression, a game engineered from the ground up around two hands on two controllers solving the same problem from opposite sides.

In a genre where cooperative play is usually a mode bolted onto a solo game, this is the rare title built the other way around, with the partnership as the foundation rather than a feature. It won a shelf of year-end awards for exactly that ambition, and even the players who bounced hard off its story tend to concede that nothing else quite plays like it.

It Takes Two · official trailervia YouTube

How it plays

Play

The real triumph is how ferociously the game keeps reinventing itself. One chapter puts a rewinding clock in one player's hands while the other has to act inside the loop; the next arms each of you with a single asymmetric tool, a nail gun paired with a hammer, sap paired with a box of matches, that is useless alone and potent in tandem. Then it discards both without ceremony and briefly becomes a twin-stick shooter, or a rhythm-game interlude, or a straight third-person platformer. One chapter drops you into a squabbling war against wasps in an overgrown garden; another swells into a full space opera complete with tractor beams; a music-themed level literally scores itself to your platforming. The through-line is never a single mechanic but a mood, two tiny figures improvising their way through a world built at ten times their scale.

It sustains this trick across the full ten-to-twelve hours without visibly running out of gas, which is genuinely remarkable. Most studios would stretch any one of these mechanics into an entire game and a sequel; Hazelight introduces an idea, wrings the fun out of it, and throws it away before it can wear thin. The sheer quantity of discarded concepts here would keep a lesser developer in business for a decade. Most acts also build to a proper boss, a set-piece that forces the two of you to read the arena and split roles on the fly, one baiting an attack while the other lands the hit, and the best of them are as satisfying to crack as anything in a dedicated action game.

Just as important, the whole thing is tuned so that two people of wildly different skill levels can sit side by side and both have a good time. That makes it one of the very few games you can genuinely share with a partner, a sibling, or a child without either player drifting into boredom, because the design is constantly handing each of you something distinct and necessary to do. It is a co-op game that actively wants the more experienced player to slow down and teach. There is no lives system and no real way to fail for long, which ought to bleed away the tension but instead frees both players to experiment, flail, and laugh off a botched jump without a loading screen for punishment. It makes the whole thing unusually welcoming to people who do not otherwise touch games at all.

Scattered across every chapter are optional competitive minigames, chess, tug-of-war, whack-a-mole, a dozen others, that exist for no reason beyond letting the two of you needle each other for a minute and laugh about it. They are pure texture, the kind of small generosity a purely functional design would have quietly cut. Hunting them down becomes its own little side quest. Hazelight even keeps a running tally of who won each one, so a placid puzzle-platformer quietly accumulates a private, petty rivalry underneath it, and half the fondest memories people carry out of the game are of a whack-a-mole grudge rather than any scripted beat.

Where it plainly stumbles is the script. The story holding all this invention together is broad, loud, and frequently saccharine, the dialogue lurches into outright cringe more than once, and one much-discussed scene involving a tearful sacrificed toy misjudges its tone so badly it has become a punchline. The plot is the toll you pay for the gameplay rather than a reason to turn up, and the puzzles, for all their cleverness, are far more inventive than they are actually difficult. A capable pair will rarely be stuck for more than a minute, and what challenge exists comes almost entirely from coordination rather than raw execution, which is either exactly the point or a mild letdown depending on what you came looking for.

Art & atmosphere

Craft

It Takes Two plunders a child's toy box for its aesthetic, and that magpie restlessness is precisely the point. Every chapter constructs an entire miniature realm at doll scale, opening with a garden shed remade as a jungle, then a snow globe, then a clockwork kingdom of gears and felt and ticking cuckoos, each one coated in the oversaturated, touchable gloss of a big animated film. Everyday objects loom enormous and inviting when you are two inches tall, and the camera clearly delights in framing a good split-screen diorama.

The music refuses to hold still either, sliding from sweeping orchestral adventure to sudden flamenco guitar to a full, gloriously absurd show tune without a hint of embarrassment. The sound design leans all the way into the childlike tactility of the world, the cartoon boing of a springboard, the wet squelch of sap, toy percussion rattling under set-pieces cobbled together from garden implements and clock parts. It is consistently louder and sillier than it has any real need to be.

That excess is not a flaw but the entire personality. A more restrained, tasteful version of this game would be a distinctly worse one, because the relentless, slightly unhinged generosity of the presentation is precisely what keeps two players leaning into the screen and grinning at each other. It is a game that never stops trying to delight you, and it mostly, exhaustingly, succeeds.

A relentlessly inventive co-op showcase whose weak story is the only real toll on an otherwise joyful, generous ride.

Pros & cons

The ledger

In its favour

  • Constant, fearless mechanical reinvention from one chapter to the next
  • Asymmetric design makes genuine teamwork the entire point
  • Accessible enough to share across wildly different skill levels
  • Dozens of optional minigames add pure, generous texture
  • Toy-box art direction and a shape-shifting score are endlessly inventive
  • The Friend's Pass lets a second player join for free

Against it

  • A broad, loud, often saccharine story and script
  • One tonally misjudged, much-criticized scene
  • Puzzles are clever but rarely genuinely challenging
  • Strictly two-player, with no solo option whatsoever
Official media

© Electronic Arts. Official media via Steam.

The player verdict

Real reviews · Steam
Overwhelmingly Positive96% of 59,648 reviews
  • Recommended

    I play this game with my future spouse, and funnily we both don't have any idea hows the story from the game at first. While we play the game, we really invested on the story and of course the game mechanics too!! We finished it in 1…

    11 found helpfulvia Steam
  • Recommended

    Played this with my partner, and I honestly think that's the best way to experience it. You can definitely play with friends too, but it hits differently with your significant other. The game really tests your patience, communication, and…

    10 found helpfulvia Steam
  • Recommended

    Basically, the game is about parents who took fentanyl, and their daughter starts experiencing paranormal phenomena.

    9 found helpfulvia Steam
  • Recommended

    It’s a TWO-PLAYER CO-OP-ONLY, linear action-adventure game, with a lot of exaggerated cuteness and “family” humor. For sure, one the best split-screen or local co-op game to enjoy with your spouse, kid aged 10+, or sibling. It’s driven by…

    7 found helpfulvia Steam

Verdict

The call
Playcritik score
8.8/10
Great

As a pure exercise in cooperative design, It Takes Two is very nearly without peer. It grasps something most co-op games miss, that the best moments come from genuine interdependence, from two people attacking a single problem from different directions and clicking into sync, and it manufactures those moments again and again without ever once coasting on a good idea.

The forgettable and occasionally grating story is what keeps it from being great on every possible axis, and the strict two-player requirement means it is, bluntly, worthless to you on your own. This is not a game you can appreciate in the abstract; it needs a second person actually holding the other controller.

But if you have someone to play it with, whether a partner, a friend, or a patient family member, it stands among the most joyful and genuinely inventive cooperative games anyone has made, and the Friend's Pass lets you bring that second player along without their having to buy a copy. Find the right partner and it becomes almost impossible not to recommend.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 8.8/10.