It Takes Two
game
2/1/2026

It Takes Two

byHazelight Studios
9.2
The Verdict
"It Takes Two is a triumph of imagination and a bold, confident statement on the power of cooperative play. Hazelight Studios has crafted an experience so overflowing with joy and creativity that it's nearly impossible to play without a constant smile on your face. While its narrative ambitions aren't always met with the same flawless execution as its gameplay, the central story provides a serviceable, if sometimes clumsy, framework for one of the most memorable and mechanically brilliant adventures in recent memory. It is, without exaggeration, an essential entry in the canon of cooperative gaming."

Gallery

Screenshot 1
View
Screenshot 2
View
Screenshot 3
View
Screenshot 4
View

Key Features

Asymmetrical Gameplay: Every level grants Cody and May unique, complementary abilities. One might have a hammer while the other has nails; one might control time while the other creates clones. Success is impossible without constant communication and coordination.
Radical Mechanical Diversity: The game relentlessly shifts genres. What starts as a 3D platformer quickly incorporates elements from shooters, puzzle games, racers, and even RPGs. The variety is staggering and ensures zero repetitive filler.
Friend's Pass System: Only one player needs to own the game. A friend can download the "Friend's Pass" version and play through the entire story for free online, a pro-consumer move that removes a significant barrier to entry for a co-op-only title.

The Good

A masterclass in asymmetrical co-op design.
Incredibly inventive and constantly surprising gameplay.
Polished, beautiful visuals and excellent performance.
Pro-consumer "Friend's Pass" is a welcome feature.

The Bad

The main characters can be unlikable and their dialogue grating.
The story's tone is often at odds with its whimsical gameplay.
Dr. Hakim is a divisive, potentially annoying character.
The experience is completely inaccessible to solo players.

In-Depth Review

Bottom Line: Hazelight Studios delivers a brilliant, wildly inventive, and mechanically diverse cooperative adventure that sets a new high bar for the genre, even if its central story sometimes falters under the weight of its own ambition.

The core thesis of It Takes Two is that cooperation isn't optional; it's the entire point. This isn't a game where a second player can passively follow along. From the very first sequence, Hazelight establishes a design language built on interdependency. The game is a series of intricate, two-person locks, and each player only holds one of the keys. This design commitment is what elevates the experience from a fun co-op game to a seminal piece of interactive design.

The Gameplay Loop

The gameplay loop is deceptively simple: enter a new area, receive new character-specific powers, solve a series of environmental puzzles and defeat a boss, and repeat. The brilliance is in the execution. The "powers" are never throwaway gimmicks. A sap-gun and a detonator, for example, force one player to set up targets and the other to execute the payoff. A hammer and nails require one player to create platforms for the other. This creates a constant, flowing dialogue between the players—not just spoken, but enacted through mechanics. You are constantly asking "What do you see?" or "Can you hold that platform for me?" It organically fosters the very collaboration the narrative preaches. There is virtually no downtime. The space between major set-pieces is filled with delightful mini-games and interactive toys that serve no purpose other than to be a joyful distraction for two people.

Narrative vs. Mechanics

Where the game invites criticism is in the dissonance between its exceptional gameplay and its often-grating narrative. Cody and May are, by design, not a happy couple. Their bickering is constant, and their individual character flaws are on full display. While this is a necessary setup for their eventual reconciliation, they spend a large portion of the game being deeply unlikable. The buoyant, imaginative world around them feels at odds with their perpetual antagonism. Dr. Hakim, the personified "Book of Love," is a particularly divisive character—an intentionally over-the-top caricature whose antics can be either hilarious or intensely annoying, depending on your tolerance for cringe comedy. The story hits its thematic marks, but it does so with a hammer, lacking the nuance and subtlety found in its own level design. The moments of genuine emotional connection feel earned by the players' shared struggle, not by the on-screen drama.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.