It Takes Two
2021 · Co-op Action Adventure · PC / Steam
It Takes Two launched in March 2021 and did something unusual for an industry obsessed with single-player prestige titles and live-service games. It bet everything on cooperative play. Hazelight Studios, led by director Josef Fares, built a game that cannot be played alone. Every moment requires two people working together, either on the same couch or online, and the entire design revolves around that constraint. A Friend’s Pass lets one person own the game while their partner plays free, removing the biggest barrier to co-op entry.
That bet paid off. It Takes Two won Game of the Year at The Game Awards 2021, and player reception has been broadly enthusiastic. It quickly became the default recommendation for anyone looking for a co-op game to play with a partner, friend, or family member. Community discussions consistently praise its creativity and variety, though the conversation about its story is more divided. The game earned its accolades primarily on the strength of its gameplay, and that’s where the real value lives.
Characters at Its Best in It Takes Two
Mechanical variety is the game’s defining achievement. Each chapter introduces entirely new abilities and gameplay styles for both players, and those abilities are always different between the two characters. One chapter might have one player controlling a magnet while the other fires nails. Another introduces a tree sap gun for one player and a match-based flamethrower for the other. These aren’t minor variations. Entire control schemes and game genres shift from chapter to chapter. Platforming, rail shooting, dungeon crawling, isometric combat, and more all appear and disappear before any single idea wears out.
Level design matches the ambition of the mechanics. Environments are enormous, detailed, and imaginative, transforming everyday household objects into sprawling playgrounds. Moving through a child’s bedroom that’s been reimagined as a fantasy kingdom, or navigating through the innards of a clock, creates a sense of wonder that carries the experience forward. Each area feels distinct, and the scale of the environments consistently surprises.
Cooperative design forces real communication and collaboration. Puzzles require both players to contribute different skills simultaneously. Combat encounters give each person a distinct role. Mini-games scattered throughout the levels offer competitive breaks where partners can go head-to-head. The game is constantly creating moments where both players need to be engaged, and that shared investment builds a connection that feels personal regardless of who you’re playing with.
Production values are high throughout. Animations are smooth, environments are rich with detail, and the game runs well. The Friend’s Pass system is one of the most generous in gaming, ensuring that the co-op requirement never becomes a financial barrier. Only one copy needs to be purchased, and the second player downloads a free trial to join.
It Takes Two’s Weak Spots
The story is the most divisive element. Cody and May are married parents going through a divorce, and their daughter Rose’s tears transform them into small dolls who must work together to return to normal. The premise works as a setup for the gameplay, but the actual narrative struggles with tone. Moments meant to be heartfelt land awkwardly, and the resolution feels rushed given the complexity of the situation it establishes. The characters cycle through conflict and reconciliation at a pace that feels dictated by level structure rather than emotional logic.
One particular sequence early in the game has become notably controversial within the community. Without spoiling specifics, a scene involving the destruction of a beloved toy crosses a line for many players, feeling cruel in a way that contradicts the game’s otherwise playful tone. Opinions on this scene are sharply divided, but it’s mentioned often enough that it clearly leaves an impression, and not always the intended one.
Pacing becomes uneven in the back half. Some chapters feel too long, stretching individual mechanics past the point where they remain fresh. The game is roughly twelve to fourteen hours, and several players note that it would benefit from being tighter. When a chapter introduces a brilliant new idea but takes ninety minutes to explore it, the last thirty can feel like padding. The front half of the game maintains better momentum than the later sections.
Adaptability demands can create friction between players of different skill levels. Because the mechanics change so frequently, one player might excel at a platforming chapter while struggling with a combat-focused one. The game doesn’t offer difficulty options, and some sections require coordination that can be seriously challenging for less experienced players. This is part of the co-op design, but it can lead to tense moments between partners that the game’s story about repairing a relationship probably didn’t intend to create.
The Co-op Commitment
It Takes Two is built on a promise and a restriction. The promise is that every second of the game was designed for two people playing together. The restriction is that it refuses to be anything else. You cannot play it alone. You cannot experience it without another person.
That restriction is the game’s greatest strength and its biggest limitation. It means every puzzle, every encounter, every set piece was calibrated for collaboration. Nothing was compromised to accommodate solo play. But it also means the game is only as good as the partnership. A patient, communicative duo will have an incredible time. Two players on different wavelengths might find the experience frustrating. The game assumes you’re both invested, and it doesn’t adjust if you’re not.
Should You Play It Takes Two?
Couples, close friends, and parent-child pairs looking for a shared gaming experience will find this hard to beat. Players who enjoy variety, creativity, and games that constantly surprise will be rewarded here. If you’ve struggled to find a co-op game that keeps both players equally engaged, this solves that problem better than almost anything available.
Skip it if you primarily play alone. This game literally cannot accommodate you. Also consider skipping if differences in gaming ability between you and your partner tend to cause frustration, since the difficulty curve is uneven and there’s no way to adjust it.
The Verdict on It Takes Two
It Takes Two is the most inventive co-op game in years, packed with so many ideas that it makes other collaborative experiences feel conservative by comparison. Hazelight Studios crammed a staggering variety of mechanics into a single game, and nearly all of them land well enough to keep both players engaged. The story stumbles where it should soar, the tone bounces between kid-friendly and surprisingly dark, and some levels overstay their welcome. But as a shared experience between two people, there’s almost nothing else like it. That’s what won it Game of the Year, and that’s what people remember.