Electronic Arts • 2021 • Xbox Series X|S, PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch

Electronic Arts • 2021 • Xbox Series X|S, PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch
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.
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.
Most of the time you're reading rooms, timing jumps, and talking constantly with another person, not zoning out or half-watching TV.
Easy to start, then constantly refreshed by new gimmicks, so the real skill is adapting together instead of mastering one deep system.
It stays lively and noisy rather than punishing, with quick respawns turning failure into laughs more often than real stress.
Games with a similar rhythm and feel, even if they look different