It Takes Two Review: Why This Co-op Game Made Me Call My Best Friend

Look, It Takes Two absolutely crushed the 2021 Game Awards. Game of the Year, Best Multiplayer Game, Best Family Game - the whole package. But holy shit, I wasn't ready for how it would mess with my head about friendship and gaming.
This isn't just another "hey let's add co-op" kind of game. The whole thing is built from the ground up for two players - no solo mode, no three-player option, just you and one other person tackling nine chapters across 14 hours. And when I say "tackling," I mean it. Every single moment demands real teamwork and actual communication.
The game throws you into this weirdly mature story about divorce (yeah, really) while constantly switching up the gameplay. One minute you're solving puzzles in a tool shed, the next you're platforming through a magical cuckoo clock. You never know what's coming, and that's kind of the point.
I roped my best friend into playing this with me, and damn - what a ride. The game basically put our friendship through a gauntlet of communication challenges and problem-solving tests. Want to know why this game might have you dialing up your bestie? Let me tell you all about it.
What Makes It Takes Two Different From Other Co-op Games
You know how most games just slap on multiplayer and call it a day? It Takes Two said "nah" to that whole approach. The game doesn't just include co-op - it lives and breathes two-player action in ways I've never seen before.
Unique Forced Cooperation Mechanics
Here's where things get wild. Every chapter gives each player different abilities that absolutely have to work together. Picture this: you're exploring a shed, and one player's got a hammer while the other's working with nails to build platforming paths. Later on, you're literally using magnetic powers to push and pull each other around.
The best part? No player can just carry the other through tough spots. You know that friend who's way better at games and ends up doing everything? Yeah, that doesn't work here. You either figure out how to work together, or you're stuck. Simple as that.
Story-Driven Gameplay Elements
It Takes Two pulls off something pretty special with its story. The whole divorce plot isn't just window dressing - it actually changes how you play. Take the Snow Globe chapter - when the couple starts remembering their early relationship, suddenly you're using magnetic powers to pull each other close.
This stuff keeps going through all seven chapters. Every new area throws fresh mechanics at you that match what's happening in the story. One minute you're caught in the middle of a squirrel-wasp war, the next you're flying makeshift planes through the house. The game never lets you get comfortable, and that's exactly what makes it so damn good.
The way everything ties together - story, gameplay, the whole package - creates something that's more than just another co-op game. You're not just learning button combinations; you're learning how to actually work with another person. Pretty clever stuff, if you ask me.
My First 2 Hours Playing It Takes Two
Holy shit, this game doesn't mess around. The moment I picked up the controller, I knew this wouldn't be one of those "kick back and chill" gaming sessions. We're talking about a 14-hour journey across nine chapters, and those first two hours? They kicked my ass in the best possible way.
Initial Struggles With Controls
The Xbox controller layout had me sweating bullets at first. Try juggling those analog sticks while keeping track of RB and LT prompts - yeah, my brain was doing overtime. The basic moves seemed simple enough on paper - jump, double-jump, air-dash - but damn if they didn't feel like patting your head while rubbing your stomach at first. Once it clicked though? Smooth as butter.
Learning to Communicate Better
Thank god for that checkpoint system. Seriously, it's the real MVP here. With unlimited lives and checkpoints everywhere, we could actually experiment without worrying about screwing everything up. The puzzles forced us to actually talk to each other - you know, like real humans. Each chapter gives you different abilities that you absolutely have to use together.
When Everything Started Clicking
Then something magical happened. All those color-coded surfaces and button prompts? Started feeling as natural as breathing. The game's pretty damn clever about ramping up the difficulty - just when you're getting comfortable, it throws a new wrinkle at you, but never more than you can handle.
The best part? The game teaches you everything without feeling like a boring tutorial. Before we knew it, those brain-melting puzzles started making perfect sense. Watching my partner and me go from stumbling rookies to synchronized puzzle-solving machines? That's the kind of gaming moment you don't forget.
How It Takes Two Tests Your Friendship
You think you know your gaming buddy until It Takes Two throws you both into its relationship gauntlet. The game's take on co-op play didn't just test our skills - it straight up messed with our friendship dynamics in ways I never saw coming.
Communication Challenges
Remember that friend who always needs to run the show? Yeah, players call it "quarterbacking" - trying to control every single moment of the game. I caught myself doing it too, barking directions for every puzzle. But here's the brilliant part - the game shuts that behavior down hard. Each player gets their own specific tools, and you literally can't progress unless you both figure out how to use them together.
The game taught me something pretty important - sometimes shutting up is just as crucial as speaking up. Getting that communication rhythm right? That's the real challenge. But damn if it isn't satisfying when you nail it.
Problem-Solving Together
The puzzles in this game don't mess around. You need perfect timing, synchronized moves, the whole package. Each chapter throws new mechanics at you that'll test your problem-solving chops. Take the Snow Globe level - we had to figure out these magnetic powers, pushing and pulling each other through space while trying not to fall to our doom.
Here's what makes it special - you literally can't solo this game. Every challenge forces you to:
- Break down environmental puzzles as a team
- Nail those synchronized moves
- Play to each other's strengths
- Pick each other up after failed attempts
The checkpoint system is a lifesaver though. No rage-quitting here - just pure focus on getting better at working together. Through all the fails and wins, we figured out something pretty cool - being good at games means jack if you can't sync up with your partner.
Game Rating and Performance Analysis
It Takes Two runs on Unreal Engine 4, and damn if it doesn't look gorgeous on my setup. The game's got some serious technical muscle hiding behind its charming looks.
Graphics and Sound Quality
The art team nailed that sweet spot between realistic and stylized visuals - everything looks crisp and clean without losing character. You'll need at least a GTX 1060 if you want that smooth 1080p/60FPS experience. The Cuckoo Clock level? Pure eye candy. The wooden town looks incredible, right down to the water effects and tiny architectural details.
The sound work absolutely slaps too. The soundtrack knows exactly when to ramp up during those intense boss fights. And May's voice acting? Perfect. Every line delivery feels natural, making the whole story hit harder.
Loading Times and Bugs
The game mostly runs like butter, but yeah, some folks have hit that infinite loading screen wall. The devs jumped on it though, pushing out patches and suggesting fixes like tweaking task manager settings. Even the Switch version holds up pretty well - sure, it takes some visual hits, but the core game stays rock solid.
Overall Gaming Experience Rating
Critics can't stop gushing about this one, and for good reason. Many are calling it co-op gaming's new high water mark. Between the technical polish, creative gameplay, and those Game of the Year wins, it's hard to argue. The attention to detail in both sight and sound, plus that reliable performance across different platforms? Yeah, those high review scores make total sense.
Conclusion
Holy shit, It Takes Two completely rewired how I think about co-op gaming and friendship. You know those rare games that go beyond just being fun? This is one of them. It grabbed our communication skills and relationship dynamics and put them through a gauntlet we never saw coming.
Nine chapters later, I totally get why this thing swept the Game Awards. Sure, it looks pretty and runs great, but that's not the real magic here. The game forces you to work together - like, actually work together. Every puzzle we solved, every challenge we beat, my gaming buddy and I just clicked more and more.
Remember those co-op games where one person basically carries the team? Yeah, It Takes Two tells that concept to fuck right off. Both players matter, all the time. No predetermined solutions here - just us, failing forward until we figured shit out together.
After the credits rolled, something hit me hard - this wasn't just some random co-op game. This thing's basically friendship bootcamp disguised as a video game. The stuff I learned about patience, communication, and trust? That followed me way beyond our gaming sessions.
Want to know why gaming still hits different as a way to connect with people? Try solving the Snow Globe's magnetic puzzles or exploring that insane wooden town in the Cuckoo Clock level with your best friend. Some adventures just mean more when they're shared, you know?