It Takes Two
It is not often a game comes along that takes us back to when it all began. My earliest gaming memories include my brother and I sitting on our couch playing co-op games and taking turns on Super Mario World. Hazelight set out to reconnect gamers in a way that emphasizes couch co-op and invites players to connect over unique puzzles and challenges. They nailed it. We at BLG could not have enjoyed our time more and if you are looking for a negative take on this game, you will not find it here.
Gameplay
Possibly the greatest part of this game is that they dive headfirst into just about every genre except first-person shooters (but do we need any more of those?). Sure, the main premise is 3D platforming and puzzle solving, but we quickly realized there was a lot more at play. I found myself in a street-fighter style brawl, casting spells in a Diablo style isometric world, and playing a 2D side scroller through space. The beauty of the variety is that it really reflects the feeling evoked throughout this game: the overwhelming nostalgia of being a kid and making up the rules as you go. It seemed like nothing was off-limits, and every time we thought they couldn't possibly fit more into this game, we were shocked by what came next. Picture your 5 year old self playing with Legos, hot wheels, or dolls and constantly making up stories and action scenes for your toys to live out. That's exactly what this game felt like. It was non-stop, childish chaos in the best way.
As I mentioned, the main goal in this game is to traverse 3D worlds as a team, constantly communicating on what the best path across would be. It would have been easy for Hazelight to recycle challenges like many co-op games do, but they valued everyone's time more than their own. The result was truly an inspiring array of switches, traps, bridges, buttons, ladders, slides, ropes and much, much more. No obstacle is the same or even similar to the ones before it. We caught ourselves smiling constantly. Like little kids, we welcomed every new area as a new opportunity for discovery and growth.
They could have stopped while they were ahead. They weren't satisfied with the crazy, creative worlds that felt heavily inspired by Pixar and Nintendo. It wasn't enough for them to fill the game with Honey I Shrunk The Kids / Toy Story nostalgia. They wanted more. In every world, both characters get unique abilities or tools to help them on their quest. Every pair of abilities brings new possibilities for fun gameplay. From tag teaming with magnets or using gravity boots, to firing match-rockets and jet-packing, there is no dull moment. They stripped away the somewhat mandatory collectibles all games seem to have these days and released us from the dopamine farming waypoints to bring a pure exhibition of talent and hard work. The experience was utterly satisfying.
Story
I expected to love this game, and anticipated it with excitement. What I didn't expect was a deeply emotional story. Two parents navigate divorce, and get a powerful glimpse into how it is negatively affecting their daughter. A cartoony, talking book named Dr. Hakim walks the husband and wife through counseling as they learn to overcome, appreciate one another, and fight through their differences for the sake of their family. I would say the story was unnecessarily good, but it provided context that amplified the power of a co-op experience between you and a partner. Without spoiling too much, be prepared to not only get challenged with solving puzzles, but to be better to your loved ones.
As the two characters begin to rely on one another the dialogue changes. They stop bickering and start to encourage each other. The journey seemed to crescendo beautifully with their relationship. The worlds become broader and more lively. Characters begin to populate every area, celebrating with your little victories. Again, we caught ourselves smiling constantly.
The hardest part of this game is a very dark turn that involves you getting your hands dirty in a brutal, premeditated murder. I felt so dirty and evil. Maybe I'm overly sensitive to the plight of fictional NPC's but I did not walk away from that scene unscathed and it will stick with me for the rest of my life. In all seriousness, the writing brings out the desperation of two people vehemently trying to protect their daughter as her world shatters around her. I think it should resonate with a lot of players.
Conclusion
All of the above is wrapped up beautifully with next-gen graphics. The textures and lighting are phenomenal and could not look better. If everything described does not appeal to you, please reconsider and find someone to play this game with. We would suggest playing with a friend since constant communication is required and it would likely be more fun with people you love. Jacob Busch and I beat the game in 10 hours and we might spend 10 more hours going through the game a second time. It really is that good. As far as co-op experiences go, this might be the greatest. That is why we have given It Takes Two a ten out of ten score, landing it the coveted Legendary status.
Disclaimer: Busch League Gaming was provided with a code for It Takes Two by Electronic Arts for review.