A healthy marriage is like the ultimate co-op game: You have to know when to give and take, when to push and pull, and when to talk and when to listen. But most importantly, you must always remember when it’s your turn to take the garbage out - something Hazelight Studios has certainly done during the development of the almost entirely garbage-free It Takes Two. This utterly superb co-op platformer manages to cram in enough unique and exhilarating gameplay ideas to give Shigeru Miyamoto a migraine, with not a single dud among them. Centering around a pair of pint-sized parents, May and Cody, It Takes Two is a bit like Honey, I Shrunk the Kids if the director had been tripping on LSD. The world around you isn’t merely supersized, but augmented with all manner of fabulous contraptions and anthropomorphic everything. May and Cody’s journey from their garden shed back to their house takes them on dazzling detours through everywhere from outer space to a tiny nightclub housed inside an air conditioning vent (attended by grooving hordes of anthropomorphic glow sticks, naturally), and serves as a sustained, 10-hour-long blast of co-op platforming bliss that’s constantly conjuring up new ways to engage and entertain.
Importantly, every action feels fantastic to perform. The platforming essentials are on point, with May and Cody’s jump, double-jump, and air-dash abilities being supremely responsive and allowing for effortless levels of platforming precision. But it’s the complimentary, character-specific abilities that are refreshed in each chapter that compelled me and my partner to work as a team and make It Takes Two a special style of platformer, turning seemingly simple ascents up the side of a cliff face into carefully choreographed back-and-forths and coordinated chants of “3-2-1-Go!”
It Takes Two also has the ability to effortlessly make mirth out of the mundane. In real life, my children’s fidget spinners seem like pointless trinkets, the forgotten remnants of a passing fad now cluttering up shelf space. In It Takes Two, they are whirring hoverboards that allow you to surf your way over giant inflatable slides, pulling spectacular midair tricks like a pair of tiny Tony Hawks. Additionally, while a lot of the elements in It Takes Two’s environments are there to serve a very clear gameplay purpose, a substantial amount of objects are interactive for no other reason than because they’re fun. The giant bass drum kick pedal plays no part in you reaching a level goal, but you can still buttstomp onto it and thump its hammer into a towering drum, because it’s fun. The carefully lined-up dominoes in the cardboard castle area might well be a static backdrop in any other game, but in It Takes Two you can topple them all over and knock a hapless small soldier into a bottomless pit, because it’s fun. It’s very much the Mario method of cramming as much magical interactivity into every square inch of each play space, and ensures that your every curious action goes rewarded. The fact that It Takes Two blesses you with infinite lives and extremely generous checkpointing, only makes you more emboldened to experiment.
It Takes Two is a spectacular co-op adventure that lays down a path of great gameplay ideas and uses it to play a giddy game of hopscotch. It’s beautiful, breakneck-paced, and bubbling over with creativity, and playfulness and experimentation are rewarded at every turn. If you have any kind of co-op partner in your life, be they spouse, friend, sibling, or other (even a child, though the themes might be too mature for them), It Takes Two is a truly joyful trip you really need to take together.