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À propos de It Takes Two

Cody and May are not getting along, and a magic spell turns that argument physical—they wake up as jointed dolls inside a world built from their shared clutter and unresolved grudges. It Takes Two does not let either player sit out: Hazelight designed every scene for two people, whether you share a couch with split-screen or pair up online, and the second player can hop in through Remote Play Together without buying a separate copy. Progress demands conversation as much as coordination, which is why the game works equally well for couples patching things up and friends who simply enjoy chaotic co-op nights.

It Takes Two co-op platforming with Cody and May

Abilities That Only Make Sense in Pairs

Each chapter hands Cody and May complementary powers that expire the moment you stop cooperating. One might nail planks while the other swings across them; later stages ask you to pilot gadgets, swap perspectives, or trigger traps on a cue counted out loud between players. Hazelight built its reputation on this kind of linked design, and It Takes Two pushes it further than A Way Out ever could—failure is rarely about reflexes alone, but about the half-second where you assumed your partner already moved.

It Takes Two absurd co-op challenge scene

Every Level Rewrites the Rules

Genre whiplash is the point. One moment you are booting gangster squirrels off a tree branch; the next you are DJing a nightclub, sledging through a snow globe, or steering a pair of sentient underpants across a junkyard obstacle course. It Takes Two treats each set piece like a miniature game with its own verbs, then throws them away before repetition sets in. The result is a platform adventure that feels closer to a variety show than a single-mechanic collectathon, kept aloft by sharp writing and a cast of odd mentors who comment on Cody and May's bickering with affectionate cruelty.

It Takes Two emotional story moment between Cody and May

Comedy With a Real Relationship at the Center

Beneath the slapstick sits a sincere story about two people who forgot how to listen. Cutscenes land jokes, but they also leave room for regret, and the gameplay metaphors—bridges that only appear when both players commit, doors that refuse a solo opener—mirror the themes without lecturing. It is the rare co-op campaign long enough for a full weekend yet paced so no chapter overstays its welcome, which keeps groups engaged from the first toolbox level to the final decision about what happens when the dolls wake up.

Groups who finish It Takes Two and want more shared-screen invention usually grab Split Fiction from the same studio, then lighter platformers like New Super Lucky's Tale or Astro Bot for precision hopping between sessions. Story-first players might switch to The Life and Suffering of Sir Brante, while open-ended co-op crews often settle into Palworld when they want a longer sandbox after the credits roll.

It Takes Two is the co-op adventure to buy when you and a partner want something genuinely designed for two—funny, surprising, and honest about the work relationships take—ready to install the moment you have a second player on voice chat.

Developers: Hazelight
Publishers: Electronic Arts
Genres: Action, Adventure
Plateformes: EA App
Régions: Global
Age ratings: PEGI 12
Langues:
Arabic Chinese English French
Type de produit: Game
Langues:
English

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13,14 €