REVIEW: It Takes Two

Three years after A Way Out brought back sofa gaming with a partner over split screen , It Takes Two is now coming in the hope of repeating the success. It immediately becomes clear that these are still very different games – in the very best way. It Takes Two has charmed us in the sink, and even though the dialogue between the characters is a bit lame, there is zero to blame for the game fun.

Cody and May

Cody and May have a lot to sort out. Photo: Andreas Bjørnbekk /

It Takes Two does not take long to get started. For just moments after the game starts, several things are clear; the parent couple Cody and May have marital problems, and the daughter strongly wants them to find their way back to love. The solution is an ever so small Pinocchio moment, but one that takes place momentarily instead of overnight. Cody and May are transformed into toys after crying, and meet Dr. Hakim, a love guru who does everything he can to promote cooperation and sparks between our two burnt out turtle doves. Together, they – controlled by you and a teammate – will get through dangerous challenges, cozy worlds, psychopathic episodes, and fun, competitive mini-games. They all help to make It Takes Two a completely unique experience from start to finish.

No end to the fun

Neither Dr. Hakim nor It Takes Two save on gunpowder. Immediately after the introduction, we get to run, double-jump and slip around in the best platform style, and there is never any question of where to go or what to do. Getting from point A to B is always fun because the game requires creative but relatively simple solutions to the obstacles that stand in the way. As a rule, two are always needed to get ahead, where one gets the other before the last one returns the service.

The special thing here is also how It Takes Two manages to do almost every single task rewarding and fun. It gets even better when this fact never ceases to apply. Each challenge either builds on old ones or comes up with brand new ones, and you never get tired of a task before you encounter a new one.The controls are also so extremely good in hand that it lifts the whole experience even higher, and I have to praise the developers for having made perhaps the very best platform game in a decade. The game’s user interface is also very minimal, often only limited to where buttons have to be pressed to activate objects, which leads to a completely seamless and focused gaming experience that remains fun hour up and hour down, although I would recommend playing through It Takes Two in pieces.

An incredible variety

Most games have their mechanisms explained and elaborated in the beginning , and key concepts will soon be understood. You kind of know what you have to play with quite early in most titles, although the fundamental concepts can be supplemented and expanded. It Takes Two, on the other hand, is an expert on use-and-throw, in the best way. The easiest way to explain it is to go from throwing out nails and calling them back in the best God of War – style for a moment, while balancing on grind-rails like Ratchet in another. Soon you have to work together to kill wasps with a nectar cannon, while later you have to control a first world war plane while the second one shoots down enemies.

The Takes Two is beautiful. Photo: Andreas Bjørnbekk /

But creativity does not stop there. It Takes Two takes us from an old workshop, to the inside of a tree, to a children’s room, a Victorian town inside a clock, a snowy world in a snowball, and even more, where everyone offers unique issues, collaboration opportunities and objects which often only applies to the specific section.

When everything else in the game is so beyond good, it’s a shame that it fails in an area you could actually expect to be better: the dialogue . Neither Cody nor May are particularly funny. They often argue, but instead of the exchange of words becoming funny bullshit, it develops into cheap and predictable insults. Cody and May, on the other hand, are at their best when they have their slightly quieter and more serious moments where they actually appear as real people, be it moments of joy or melancholy moments. The love book Dr. Hakim also appears as a character you have seen before, rather than being particularly original.

It’s sad, since It Takes Two tries to not only bring two people together, but also two media – games and movies. The inspiration from Pixar movies is clear, but almost never appears as apt, which really only highlights how enormously good the gameplay is otherwise.


If it come to the mechanisms, the variety, the areas, the mini-games or the gorgeous graphics, It Takes Two is amazing and uniquely put together from start to finish. At the risk of appearing bombastic, I would argue that It Takes Two is the most creative and consistently strong narrative platform game ever, especially considering how varied, in the very best way, it manages to be hour after hour. The game reinvents itself after every single board, and it’s something I’ve never seen before.

It’s a bit sad that the characters themselves appear to be relatively generic and not very funny, although there are exceptions. Fortunately, it does little for the overall experience when the rest of It Takes Two is as fabulous and creative as it is – and it’s almost as if I feel that the word “creative” is not adequate enough. For It Takes Two does collaboration and variation in a way I have never experienced before, and tops it all off with fantastic platform mechanisms. If you have a friend you’ve missed being able to play a dedicated collaborative game with, it’s not even a question – It Takes Two is highly recommended, and I’m sure you’ll be as charmed as I am by how unique this is. the game actually is.

It Takes Two launches March 26 for PlayStation 4/5, Xbox One / Series consoles, and Windows PC.

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