Electronic Arts • 2021 • PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch, Xbox Series X|S
Yes, if you have one reliable person to play with, It Takes Two is absolutely worth it. Its best trick is simple: it never lets co-op feel decorative. Nearly every room gives both players different jobs, and the game keeps reinventing those jobs often enough that the full campaign stays fresh. For a busy week, that matters a lot. You can make real progress in an evening, laugh through a few misses, and stop at a clear checkpoint without wrestling with loot, builds, or a huge map. What it asks from you is communication, a little platforming comfort, and the ability to line up schedules with another person. What it gives back is one of the most polished shared adventures around. Buy at full price if you already have a partner ready and want a memorable 12 to 15 hour project together. Wait for a sale if you're unsure about your co-op partner or if chatty writing tends to annoy you. Skip it if you mainly want solo play or deep long-term progression.

Electronic Arts • 2021 • PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch, Xbox Series X|S
Yes, if you have one reliable person to play with, It Takes Two is absolutely worth it. Its best trick is simple: it never lets co-op feel decorative. Nearly every room gives both players different jobs, and the game keeps reinventing those jobs often enough that the full campaign stays fresh. For a busy week, that matters a lot. You can make real progress in an evening, laugh through a few misses, and stop at a clear checkpoint without wrestling with loot, builds, or a huge map. What it asks from you is communication, a little platforming comfort, and the ability to line up schedules with another person. What it gives back is one of the most polished shared adventures around. Buy at full price if you already have a partner ready and want a memorable 12 to 15 hour project together. Wait for a sale if you're unsure about your co-op partner or if chatty writing tends to annoy you. Skip it if you mainly want solo play or deep long-term progression.
Players love how often the game changes its mechanics, with fresh abilities, room concepts, and setpieces arriving so often that the campaign rarely feels repetitive.
A notable group of players think parts of the writing wear thin, especially the louder comic delivery. The usual complaint is that the gameplay is stronger than the script.
Many players highlight that cooperation is the whole design, not an add-on. Puzzles, traversal, and bosses usually give each person a distinct job that matters.
Players sometimes report that camera-heavy jumps, action sequences, or bosses get annoying when one partner is much less experienced or online coordination is slightly off.
Even players who are cooler on the story often praise the visual imagination, animation, and big chapter moments that keep the adventure playful and easy to remember.
Players love how often the game changes its mechanics, with fresh abilities, room concepts, and setpieces arriving so often that the campaign rarely feels repetitive.
Many players highlight that cooperation is the whole design, not an add-on. Puzzles, traversal, and bosses usually give each person a distinct job that matters.
Even players who are cooler on the story often praise the visual imagination, animation, and big chapter moments that keep the adventure playful and easy to remember.
A notable group of players think parts of the writing wear thin, especially the louder comic delivery. The usual complaint is that the gameplay is stronger than the script.
Players sometimes report that camera-heavy jumps, action sequences, or bosses get annoying when one partner is much less experienced or online coordination is slightly off.
This is a short shared project with clean checkpoints, but it only works if you can line up time with one reliable partner.
It asks for a real but manageable schedule commitment. Most pairs will reach the credits in about 12 to 15 hours, which makes it a nice two-to-four-week project if you're playing a few evenings each week. The game is good at respecting session length. Chapters, subchapters, cutscenes, and frequent checkpoints create natural places to stop, so 60 to 90 minutes usually feels productive. Saving is automatic, and getting back in after several days is easy because the path forward is linear and objectives stay clear. The main complication is simple: this is not something you can casually continue alone when the other person is busy. Local play handles interruptions better because pausing is simpler and communication is smoother. Online play works well, but any interruption hits both players at once. In return for that scheduling friction, the game delivers one of the clearest shared adventures around: short enough to finish, polished enough to remember, and structured well for busy weeknights.
Most of the time you're reading rooms, timing jumps, and talking constantly with another person, not zoning out or half-watching TV.
It asks for active, shared attention, but not the kind of crushing concentration that leaves you drained. Most rooms give each player a different tool, so half the fun is noticing what your own power does, guessing what your partner's does, and stitching those pieces together out loud. Platforming and boss moments bring short bursts of timing and movement, especially when the camera gets busy, yet the controls stay readable and the game rarely piles on too many overlapping systems at once. That trade works well on weeknights. You stay engaged because something new is always happening, and the payoff is the very satisfying feeling of solving a room together instead of alone. You can stop to talk through many puzzles, which softens the load, but this is still not a background game. Split-screen action, changing gimmicks, and constant back-and-forth mean you'll get the most out of it when both of you are present, looking at the screen, and willing to communicate clearly.
Easy to start, then constantly refreshed by new gimmicks, so the real skill is adapting together instead of mastering one deep system.
It asks for flexibility more than long-term grind. The basics are simple: move, jump, interact, aim when needed, and pay attention to what your current chapter tool does. From there, the game keeps handing you fresh mechanics and asking you to understand them quickly. That sounds harder than it usually feels, because most new ideas are introduced in safe, readable ways before the game ramps them up into bigger setpieces. The real challenge is social. A pair that talks clearly and stays patient will often cruise through sections that frustrate a quieter or badly mismatched duo. If one player is less comfortable with camera control or jumping in 3D spaces, a few bosses and action-heavy rooms can briefly feel rough. Still, the learning process is kind. Mistakes are cheap, goals are clear, and the game rarely expects expert execution. In return, it delivers a great rhythm of 'we figured it out' moments, which makes even modest improvement feel rewarding almost immediately.
It stays lively and noisy rather than punishing, with quick respawns turning failure into laughs more often than real stress.
It asks for brief bursts of energy, then quickly gives that energy back as relief. Chase scenes, boss fights, and synchronized jumps can create little spikes of pressure, especially when both of you know exactly what needs to happen and still miss the timing. The good news is that the game is extremely generous about failure. A bad jump or messy boss phase usually costs a few seconds, not ten minutes of lost progress, so the mood tends to rebound fast. That makes the overall experience feel playful instead of punishing. Even the story, which centers on relationship conflict, is wrapped in bright colors, exaggerated fantasy, and a slightly goofy tone. There are still a few scenes and bits of dialogue that some players find more irritating than charming, and uneven skill levels can make tempers rise for a moment. Still, this is much closer to a fun roller coaster than a stressful ordeal. It works best when you're in the mood for noisy cooperation, not when you want something sleepy or totally passive.
Games with a similar rhythm and feel, even if they look different