Review of “It Takes Two”
It takes two game review: It Takes Two is a film with a heavy heart, despite the fact that it features hilarious exchanges with squirrels and thrilling rollercoaster rides. The story is about a daughter who doesn’t want to be separated from her family and the toll that divorce takes on her.
It’s about love going bad and the things that set us apart from one another. It comes down to not wanting to confront the truth and not wanting to let go of the past. It’s also about having optimism despite having no idea what the future holds, using the past to build a better future, and finding common ground despite the fact that it may hurt.
All of these components are skillfully stitched together to create a vibrant and emotional journey that packs a powerful punch, both in terms of its emotionally engaging story and its dexterous gameplay. It Takes Two is successful as a game because it challenges two people to collaborate in order to build a relationship that functions, but the question remains: for how long?
After hearing the news that her parents, Cody and May, are getting a divorce, a young girl named Rose can be seen in the opening image rushing off to her play area in what is sure to be an emotional moment for viewers. She is inconsolable and repeats over and over that all she wants is for them to be “friends.”
In spite of how difficult it is for Rose to take in the information, we find out that she has been preparing herself for it. Not only has she created two figurines of her parents so that she may play make-believe with them and show them how she would like them to be, but she has also covertly purchased a book called “The Book of Love” in the hopes of discovering how to rekindle their affection for one another.
Rose’s eyes well up with tears, which she wipes away onto the statues and book, so releasing powerful magical forces that spread throughout the home. When we next encounter Cody and May, their souls will have been transferred to the clay and wooden versions of their miniature selves, respectively.
While these two grownups are understandably terrified of their new bodies, the Book of Love appears to them as a cheery and comedic character named Dr. Hakim and assures them that it will assist them in mending the connection they had previously enjoyed. The entirety of the story is relayed from this minuscule character’s point of view, resulting in a well-written narrative that develops amongst perilous periods of action. You get a lot of insight into the thoughts of Cody and May as they leap around and race to find a means to return to their normal lives thanks to the really effective blending of narration and gameplay, which works extremely well (and sizes).
However, Dr. Hakim does not want them to advance at such a rapid pace and believes that they should remain a small group in order to work out their issues. This somewhat evil goal of his is deftly made into the basis of the adventure through creative manipulation. It Takes Two is a game that can only be played in a co-operative fashion by two individuals, either physically seated next to one another on a couch or virtually connected through the internet.
Although each player will be tasked with completing their own set of platforming objectives, the duo will not make significant forward unless they cooperate with one another. Nearly every meaningful movement between the two players requires coordination, communication, and patience on both sides of the ball. Even when you are playing the game online, the screen is always divided in half so that you can see exactly what your partner is doing. This is a very nice feature that enables the other player to problem solve with the help of vocal direction from the first player.
Both Cody and May have access to the same fundamental moves, but in each planet, they have a unique set of tools at their disposal. This gives them the impression that they are unique and lays the groundwork for one individual to constantly have ownership over a particular kind of behavior. For example, Cody possesses explosive gel, but in order for it to go off, May’s rifle is the only tool that will work. In a later part of the game, Cody is able to shift sizes, while May is given magnetic boots. This strange combination is employed to allow both characters to interact with the environment in unique ways, which in turn opens up new pathways.
Almost every phase involves combining the actions of both players. These sequences, which are typically well crafted, provide a lot of laughter, moments that keep you on the edge of your seat, and a unique flow that requires teamwork from the players. There are a few scenes that force both characters to perform the same kind of activity, but with slightly distinct ways of thinking and moving. For example, in order to avoid running into mines, they must spin the water wheels on a boat in different directions. Because of the nature of this exercise, you will be yelling at the other player as you fumble to communicate what you want them to perform in combination with your movements.
It Takes Two is going to be talked about for its cooperative-only design and subject matter, but the biggest success that the developer Hazelight has had is the amount of variety in the gameplay. After one particular gaming concept has been thoroughly investigated, the action shifts into something new and is then taken for a spin in a variety of enjoyable ways before coming to an end and introducing another concept.
It is incredible how many distinct ideas are investigated, nearly giving the impression of a greatest hits collection of all that can be done in action games. Although some of these concepts are more successful than others, the majority of Hazelight’s experiments are extremely well carried out. For example, riding on the back of a magical catfish, tearing down an icy slope in a bobsled, or using a fidget spinner to launch into the air are all examples of successful experiments.
Every level features the same fundamental gameplay, which consists of running and jumping, however the parts that involve solving puzzles are constantly being changed. Even if the action gets too intense, Hazelight will give you a chance to take a break every so often with some lighthearted and entertaining minigames. These games give you the chance to compete against your partner, lend them a helping hand, or even take out some of your frustrations on them (like hitting them on the head in a game of whack-a-mole).
The fact that continuous verbal communication is an absolute must for practically every little sequence is another facet of this game that contributes to its distinctive position. A good number of the challenges will require you to make statements such as “throw the switch…now!” Checkpoints are generously spread out around the map since some of the co-op challenges can be extremely challenging, both in terms of timing and movement. As a result, both players will die quite frequently.
If you fall short of a jump, you will typically begin over at the same location (or just a few gameplay steps back from it). The fact that progress is updated so frequently helps spare the game from having platforming features that are a little bit clunky and inaccurate. If both players perish, they will have to restart a boss fight or backtrack to redo a part of the level, but a beautifully designed speedy self-revive feature will restrict the amount of time that they spend doing either of those things.
The platforming is challenging, demanding players to perform double jumps and air dashes in addition to rope swings and other obstacles. Although none of these methods are as dependable or as fluid as you would like them to be, they are enough for accomplishing what needs to be done.
Hazelight is well aware of how frequently timing errors can occur, and to help the player out, the game makes it so that characters are immediately dragged to a ledge rather than falling off if they are close to it. It seems strange to watch Cody or May move through space as if by magic, yet it is preferable than having to repeat an effort that was very challenging. The helpful warping occurs in all areas of the game, such as when you are about to miss a jump to a tree branch and suddenly find yourself on it or when you are about five feet under a rail slide and suddenly find yourself on it.
It Takes Two may not be the platforming behemoth that it strives to be, but the game more than makes up for this shortcoming with its large heart, plethora of diversity, and beautiful visuals. All of its separate actions are things that we have done in other games, but when applied to this unique cooperative approach, they take on an entirely new life and are utilized in fascinating ways over the course of a lengthy journey.
The action will have you laughing and yelling at your TV, and the story will remain strong throughout, establishing the backbone for an engaging journey that will roar with excitement and should have you glued to the controller to see if this couple’s lost love can be rekindled.