Some games are designed to be conquered alone, inviting you to become the hero who saves the world, defies impossible odds or uncovers a great mystery. Then there are games like It Takes Two, which recognise that the most memorable adventures can come from sharing the experience with someone else. Originally released in 2021, Hazelight Studios’ award-winning cooperative adventure captured the hearts of players and critics alike, earning Game of the Year honours and establishing itself as a standout example of what two-player gaming can achieve. Now arriving on Nintendo Switch 2 in a native release, this imaginative adventure has another chance to bring couples, friends and families together for a journey that is every bit as funny, inventive and emotionally complicated as the relationship at its centre.
At first glance, the premise sounds like the beginning of a charming children’s fantasy. Cody and May are a married couple whose relationship has broken down, and their daughter Rose is struggling to understand what is happening to her family. Following a magical mishap involving Rose’s tears, the parents find themselves transformed into tiny dolls, trapped in a strange version of their own home and garden. With the help of the wonderfully eccentric Dr Hakim, a talking relationship book determined to repair their marriage, they must work together to find their way back to their normal lives.
What follows is far more than a collection of platforming challenges dressed up as a family drama. It Takes Two is a game built entirely around cooperation, where communication, patience and a willingness to work together are essential to making progress. Its central message is wonderfully straightforward, but the journey towards it is anything but predictable. With the Nintendo Switch 2 release offering another way to experience the adventure, there has never been a better excuse to find someone willing to pick up a second controller and discover just how much fun two people can have when a game genuinely requires them to work as a team.
A Relationship in Trouble: The Heart Behind the Adventure
Cody and May are not the conventional heroes you might expect from a colourful fantasy adventure. They are frustrated, hurt and struggling to communicate, with their daughter caught in the emotional fallout of their failing relationship. Neither character is entirely blameless, which gives their journey a more recognisable foundation than a simple story about two people who need to learn to get along. Their disagreements and differing perspectives provide the narrative with an emotional thread that persists even as the game throws increasingly ridiculous obstacles in their path.
The transformation into dolls is an effective storytelling device because it forces Cody and May to see familiar surroundings from an entirely different perspective. Ordinary household objects become enormous obstacles, the garden turns into a sprawling wilderness, and the smallest parts of their home conceal unexpected dangers. Their physical predicament mirrors the distance between them, requiring them to depend on one another even when they would probably rather be doing anything else. It cleverly turns a domestic situation into an adventure without losing sight of the people at its centre.
Dr Hakim is likely to divide opinion, but there is no denying that he brings an unmistakable personality to the story. His enthusiastic attempts to act as a relationship counsellor frequently push Cody and May into absurd situations, and his larger-than-life presence provides much of the game’s comedy. At times, his relentless enthusiasm can feel deliberately overbearing, particularly when the couple are dealing with situations that deserve a little more sensitivity. Nevertheless, his antics fit the game’s exaggerated tone, and the contrast between his theatrical approach and the couple’s frustrations gives the story much of its character.
What makes the narrative work is that it is not simply an excuse to move from one colourful level to another. Beneath the humour and fantasy, there is a story about listening, compromise and recognising that relationships require effort from both people. The game does not need to offer a perfect portrait of marriage to make those ideas resonate. Its real strength lies in allowing players to experience the need for cooperation through their own actions, making the gameplay and the story feel like parts of the same conversation.
Gameplay: Cooperation Is Not Optional
The defining feature of It Takes Two is that it cannot be completed alone in the traditional sense. Every part of the adventure is designed for two players, with Cody and May frequently receiving different abilities that must be combined to overcome obstacles. One player might control a tool or mechanism while the other uses a complementary ability to open a route forward, defeat an enemy or solve a puzzle. Success depends on understanding what each person can do and recognising how those contributions fit together.
This design gives even relatively simple challenges a satisfying sense of achievement. When both players understand their roles, coordinate their actions and finally overcome an obstacle, the result feels earned rather than handed to them. When communication breaks down, however, the same situation can become a source of frustration, especially if one player is moving too quickly or overlooking what the other needs to do. That tension is not necessarily a weakness. In many respects, it is precisely what makes the experience so memorable, because the game turns cooperation from a pleasant bonus into the foundation of everything you do.
Crucially, Hazelight does not rely on a single mechanic throughout the adventure. Instead, the gameplay shifts between action platforming, shooting, puzzle-solving, flying and other unexpected challenges, constantly asking players to adapt to new situations. Just when you think you understand the rules of a particular section, the game introduces another idea and encourages you to approach the next obstacle differently. This remarkable variety helps the adventure maintain its momentum, keeping both players curious about what comes next.
The changing mechanics also make the two characters feel more interesting to control. Cody and May are not simply interchangeable figures who happen to occupy opposite sides of a split screen. Their abilities and responsibilities often differ, meaning that both players have a meaningful role in the action. This creates a natural reason to communicate, whether you are discussing how to solve a puzzle, coordinating a tricky jump or simply trying to avoid sending each other tumbling into danger. There is a genuine sense of partnership running through the experience, and it is difficult to imagine the game working nearly as well without it.
A World Full of Imagination
One of the most impressive aspects of It Takes Two is its extraordinary willingness to experiment with its environments. The adventure transforms familiar domestic spaces into fantastical playgrounds, using the scale of Cody and May’s doll-sized bodies to make ordinary surroundings feel enormous and mysterious. A house or garden becomes a place of discovery, packed with unusual creatures, dangerous machinery and interactive objects that invite experimentation. The result is a world that continually finds new ways to surprise its players.
The variety of environments is matched by a similarly broad range of gameplay ideas. Rather than simply changing the scenery between levels, the game regularly introduces new ways to interact with its surroundings. Different sections have their own identities, and the mechanics are frequently adapted to suit the setting rather than forcing every challenge into the same familiar structure. This gives the adventure a wonderful sense of momentum, as though the developers were determined to make every new area feel like an opportunity to try something different.
That constant invention is one of the reasons the experience remains so engaging. Many games introduce a clever mechanic, use it repeatedly and eventually move on, but It Takes Two is far more interested in exploring how different ideas can work together. It encourages players to experiment, communicate and think creatively, often rewarding curiosity as much as precise execution. Even when a particular section proves challenging, the promise of something new around the corner provides a compelling reason to keep going.
The presentation helps tie these disparate ideas together. The colourful environments, expressive character animations and playful visual details create a world that feels inviting without becoming bland or predictable. Beneath the cheerful appearance, there are moments of genuine danger and tension, but the overall atmosphere remains rooted in the game’s sense of wonder. It is the sort of adventure where you can spend one moment laughing at something ridiculous and the next marvelling at the sheer creativity of the environment surrounding you.
Puzzles, Platforming and the Occasional Argument
Of course, cooperation is not always as effortless in practice as it sounds. Some puzzles require careful timing, clear communication and a shared understanding of what needs to happen next. If one player misunderstands an instruction or acts too early, the other may be left struggling to catch up. For friends or couples comfortable talking through problems, these moments can become some of the game’s most enjoyable challenges, while less patient partnerships may occasionally exchange less-than-affectionate remarks.
The platforming sections also demand a degree of coordination. Players must negotiate hazards, judge jumps and make effective use of their character’s abilities, often relying on the other person to create an opportunity to progress. The resulting challenges can be exhilarating when everything clicks, particularly when both players recover from a mistake and continue without losing their rhythm. They can also be frustrating when repeated attempts expose differences in skill or confidence between the two people holding the controllers.
Fortunately, the changing gameplay helps ensure that a difficult section does not define the entire experience. A challenging platforming sequence may give way to a puzzle that rewards careful thought, followed by an action section that encourages a more instinctive approach. This variety provides welcome breathing room and helps different players find moments to contribute confidently. It also reinforces the game’s underlying message: being a good team is not about both people being equally skilled at everything, but about finding ways to support one another.
The best advice is to approach the game with a willingness to communicate and laugh at your mistakes. It Takes Two is at its most enjoyable when players treat setbacks as shared problems rather than opportunities to assign blame. After all, if Cody and May can spend an entire adventure learning to work together, there is no reason the two people playing them cannot do the same.
Nintendo Switch 2: A New Way to Play Together
The arrival of It Takes Two on the Nintendo Switch 2 is welcome news for anyone who wants to experience the adventure on Nintendo’s newer hardware. This native release follows the original Nintendo Switch version, bringing the game to the updated platform with technical enhancements intended to make the experience more polished. The release information indicates 1080p resolution and 60 frames per second in docked mode, alongside improved shadow quality and visual effects. These improvements should help the game’s detailed environments and fast-moving action look their best, although actual performance across different situations remains an important part of judging any port.
The ability to play locally or online is particularly important because this is fundamentally a game about sharing an experience. Local co-op allows two people to sit together and work through the adventure, making it an appealing choice for couples, siblings and friends who enjoy playing side by side. Online play extends that opportunity to people who cannot be in the same room, meaning distance does not have to prevent two players from embarking on the journey together. The Switch 2 edition also supports cross-platform play with compatible PC, Xbox and PlayStation versions, opening the door to partnerships that are not restricted by hardware ownership.
The Friend’s Pass is arguably one of the most player-friendly features in the package. It allows the owner of the full game to invite another person to play without requiring that person to purchase their own copy, provided the necessary free trial and platform requirements are met. That removes a substantial barrier to entry, especially when you are trying to persuade somebody to try a cooperative adventure they might otherwise overlook. It is worth remembering that one person still needs to own the full game for both players to experience the complete adventure, but the arrangement remains a generous way to encourage people to play together.
Nintendo Switch players also have an upgrade path to the Switch 2 version at no additional cost in eligible regions, subject to the stated account and eShop requirements. That is a welcome approach for existing owners who want to move to the newer hardware without paying for the game again. The release therefore offers more than a straightforward reappearance on another platform. Between the technical improvements, cross-platform options and Friend’s Pass, it gives players several practical reasons to consider revisiting an adventure that was already worth experiencing.
Longevity and Value: An Adventure Best Shared
The appeal of It Takes Two is not measured purely by how many hours it takes to finish. Its real value lies in the memories it creates along the way, whether that means laughing at an unexpected mishap, finally solving a puzzle that had both players stumped, or discovering a new gameplay idea neither player saw coming. Because the adventure continually changes its mechanics and environments, it rarely feels like simply stretching the same concept to fill time. There is a clear sense of progression, and the desire to see what the developers have imagined next provides a powerful incentive to continue.
Its biggest limitation is also its defining feature: you need another player. Those who prefer solo gaming, or who struggle to find somebody willing to commit to a full cooperative adventure, will find the experience is not designed around their usual habits. The Friend’s Pass helps considerably, but it cannot remove the need for a willing partner and a reasonably compatible playing style. Choosing the right person matters, because the game’s strongest moments depend on shared enjoyment rather than simply having somebody else connected to the session.
For players who do have a suitable partner, however, the combination of inventive gameplay, emotional storytelling and cooperative design makes this an exceptionally rewarding experience. It is not merely a game in which two people happen to play at the same time. It is a game that gives them a common purpose, encourages them to communicate and repeatedly demonstrates why working together can be more satisfying than tackling a challenge alone. That is a deceptively difficult achievement, and one that Hazelight handles with remarkable confidence.
Final Verdict: Better Together, Without Question
It Takes Two remains a shining example of what can happen when a developer builds an entire game around a single clear idea and follows it through with imagination and care. Cody and May’s relationship provides an emotional foundation, but the constantly changing gameplay is what makes their journey such a pleasure to experience. From its inventive puzzles and imaginative platforming to its surprising shifts in genre, the adventure continually finds new ways to keep two players involved. Its humour will not land equally well with everyone, and its relationship drama occasionally leans into exaggerated territory, but the overall experience has a warmth and personality that are difficult to resist.
The Nintendo Switch 2 edition makes that experience accessible in another form, with technical improvements, local and online co-op, cross-platform support and a generous Friend’s Pass arrangement. Existing Nintendo Switch owners can also upgrade for free in eligible regions, making this an especially appealing opportunity for players who already own the game. Most importantly, the adventure itself has lost none of its fundamental appeal: it is a wonderfully inventive journey that turns cooperation into something meaningful, entertaining and occasionally hilarious.
This is not just a game for couples looking for something to play together, although it certainly makes an excellent choice for them. Friends, siblings and family members can all find something to enjoy, provided they are willing to communicate and accept that the occasional mistake is part of the fun. There may be moments when you blame the other person for a failed jump, a missed cue or a puzzle that refuses to make sense, but those little frustrations are often the stories you remember afterwards. In a medium that frequently celebrates individual achievement, It Takes Two is a refreshing reminder that some adventures are simply better when shared.


















