As a kid, you want to understand it, but you also can’t help but be selfish and want everything to go your way. That said, the main narrative can be painful at times for those who can relate to their parents drifting apart. They are each clever, and I appreciated the added events to detract from the main story. These are optional challenges that don’t overstay their welcome and only lend to enhance this couple’s competitive nature. Everything is telegraphed to the player so that you know exactly what to do to continue.ĭuring the adventure, players can also take some time to play a few mini-games.
Navigation feels natural, and I was never scratching my head on how to continue. I really enjoyed the environment of It Takes Two. They can lean almost too far into the fantasy realm, but this is a gorgeous game. These bosses are no doubt fun, but they require some real teamwork and communication between players at times as they become harder and harder throughout the fight. The difficulty ramps up during boss battles, which was a little surprising. It Takes Two has a childish appeal, but the narrative and some encounters can become pretty mature.
The level of difficulty slowly increases throughout the stages. Each time you fall, you’ll be transported to the ledge to try again. However, it technically doesn’t matter because there are no consequences for dying. It’s really tough to judge distance, so you’ll constantly be jumping off the edge or accidentally walking into the water to make jumps, and the camera plays a part in these steps as well. This is perhaps the only portion of the game that can become a little shaky. You will constantly encounter new obstacles, some of which are only used once, creating a funhouse of challenges. These actions require both players to cooperate, and the game gets pretty creative to make this happen. To mix things up, each stage has a different gimmick where players can shoot and swing on nails, blow up walls, and so on. However, the game eventually opens up, and we see how the magic has affected the outside world. Early stages can drag only because they all take place in a shed that seems to overstay its welcome. You either control May or Cody, and then your off through several stages to get Rose’s attention and find your way back to your body. Gameplay requires two people, and that’s just that way this game is. Maybe they aren’t mutually exclusive, but I enjoy this direction far more than both of them trying to grab the same fuse, and they accidentally touch hands and remember what love is. Working together isn’t the problem it’s the “getting along” part that needs the guidance of Dr. It’s this part of the narrative that makes it really impactful. Sure, they argue and say little jabs here and there, but they understand they need to work together. We expect them to come together, but the story doesn’t really shove this in your face. In retrospect, they needed these differences to show that they aren’t similar, even if they were at one point. It actually got to the point where my partner and I switched characters because she related more to Cody’s personality.
Cody is goofy and thrill-seeking, while May is serious and focused on solving problems. The characters now seem completely different compared to their real-life counterparts. It’s fun to watch them deal with this and come to terms with what they must do. Nothing is straightforward, and their items begin to come alive around them. However, the magic that created them has also distorted the world in some pretty magical ways. Cody and May are the driving force of this adventure, and their goal is to ultimately try and get their daughter’s attention so that they can turn back into their normal bodies.