It Takes Two is a very good game that's full to the brim with a constant stream of unique ideas and gameplay mechanics. The sheer variety of settings, boss fights, puzzles and co-op interactions across the game's 10 hour runtime borders on ridiculous - the game never really gets boring because of this. I think you could argue that the game would've done better to explore less mechanics in more depth, but I think part of this game's unique charm is the unpredictability of what will come next.

The focus on co-op mechanics is the game's biggest draw. A lot of "co-op" games more just feel like single player games that occasionally oblige the two of you to stand next to one another to open a door to the next area. It Takes Two is distinct in that nearly everything you do requires the help of the other player; whether it's a combat encounter that requires teamwork to get through or even one player controlling the platforms that the other player must navigate. There is a countless amount of examples of the game's dedication to creating a fully cooperative experience and I must say that it's probably one of the best co-op games ever made for this reason.

The story is very tongue in cheek, I feel. The dialogue is knowingly silly and the characters are all radically distinct and voice acted in a very exaggerated way. There isn't too much critique to lay on the narrative on the whole and it certainly takes a backseat to the gameplay anyway. The cutscenes are well paced and never get in the way of the gameplay side, mostly just acting as necessary interludes and breaks to add context to the gameplay sequences. I also quite liked the ending - it wasn't exactly a twist ending but it definitely didn't go the way I thought it would and I was pleasantly surprised by how realistically it was handled.

I think my one and only problem with this title is that it lacks any challenge. It never really requires much critical thinking or engagement and the result is a game that you can breeze through without really thinking. I'm not saying the game needed to be insanely difficult, but the complete lack of consequence for dying combined with how each mechanic is quite surface-level means that there isn't much room to ever fail. The result is that everything kind of blurs together when looking back, with no specific puzzle, boss fight or mechanic standing out among the rest.

Reviewed on Apr 07, 2024


Comments