![]() ![]() Since gameplay mechanics change with each level, they are used in clever ways and disappear before they get a chance to feel repetitive. The issue with puzzles in most games is that they cannot be stretched to the full runtime of a normal game without becoming boring. The gameplay in It Takes Two contains quite a bit of serviceable combat, but I found that its collaborative puzzles were especially fun. I don't want to spoil too many of these, since I was curious to see what abilities we'd get next. Shortly after, Cody gets a gun that shoots resin, which May can ignite with a gun that shoots matches. Early on, May has a hammer to swing under nails, while Cody can throw nails at walls for May or hold platforms in place. The playable character also makes a difference, since May and Cody have different skills in each stage. It doesn't subscribe to one mood or mechanic it tries to go where it's fun. While its basic control and move set are similar to a platformer, the game frequently changes skills and genres to keep things fresh: action-RPG, brawler, side-scroller, shooter, and even stealth. That means you'll rarely see or do the same things twice throughout the whole journey. Not only does the locale change drastically between levels, but gameplay mechanics are isolated to a given stage. Throughout that journey, May and Cody visit several surreal places around their family home and garden, trying to find a way out (pun intended) of their doll bodies while rekindling their love. It Takes Two spans nine chapters that should take around 10 hours, depending on one's skill level and thoroughness. That's a shame because the game is an incredible joyride otherwise. Its story is odd and felt disjointed with characters who evolve and change, but since they start out quite unlikeable, I had a hard time caring about the narrative. Frequent attempts at humor and wit often misfired, and some cut scenes overstayed their welcome. Otherwise, narrative segments involving the couple's journey were passable but equally hit-and-miss. Cut scenes involving human characters look decidedly rough are aren't well acted or written, and it often felt like an unwelcome distraction from what the title does best: gameplay. Setup and character designs look and feel like a mix between a Pixar movie and "Honey, I Shrunk the Kids." It never goes beyond that feeling because It Takes Two's Achilles' heel is its narrative and presentation. It's a whimsical start to the adventure that feels like an animated movie. ![]() After acquiring a love handbook, she inadvertently transforms her parents into little dolls, and they'll remain in that form until their relationship is fixed with the help of said handbook. Their relationship has gone awry in recent years, and divorce is pretty much imminent, but Rose has an ace up her sleeve. May has been married to her work for a while, and Cody is raising their daughter Rose. This time we take control of a couple, May and Cody. Almost the entire game runs in split-screen - even when playing with a friend online - and it bends over backward to introduce new mechanics and environments to keep things fresh. ![]() It Takes Two further establishes the very distinct formula that started in A Way Out. While it pushes past A Way Out's achievements in multiple ways, it stumbles when trying to tell a captivating story about family, love, and companionship. Hazelight's follow-up, It Takes Two, is remarkably similar. It offered versatile options to play together either on- or offline, and it also let players invite friends who didn't even own the game. Under Josef Fares, Hazelight Studios has proven that games designed around cooperation can still work and sell well with A Way Out. Alas, with the advent of online multiplayer, couch co-op has seen a decline, with few titles offering a fully offline co-op experience. Spending an afternoon with a friend in a game is among some of my favorite childhood memories. Couch co-op used to be the pinnacle of multiplayer experiences. ![]()
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