It's a whimsical start to the adventure that feels like an animated movie. After acquiring a love handbook, she inadvertently transforms her parents into little dolls, and they'll remain in that form until their relationship is fixed with the help of said handbook. Their relationship has gone awry in recent years, and divorce is pretty much imminent, but Rose has an ace up her sleeve. May has been married to her work for a while, and Cody is raising their daughter Rose. This time we take control of a couple, May and Cody. Almost the entire game runs in split-screen - even when playing with a friend online - and it bends over backward to introduce new mechanics and environments to keep things fresh. It Takes Two further establishes the very distinct formula that started in A Way Out. While it pushes past A Way Out's achievements in multiple ways, it stumbles when trying to tell a captivating story about family, love, and companionship. Hazelight's follow-up, It Takes Two, is remarkably similar. It offered versatile options to play together either on- or offline, and it also let players invite friends who didn't even own the game. Under Josef Fares, Hazelight Studios has proven that games designed around cooperation can still work and sell well with A Way Out. Alas, with the advent of online multiplayer, couch co-op has seen a decline, with few titles offering a fully offline co-op experience. Spending an afternoon with a friend in a game is among some of my favorite childhood memories. Couch co-op used to be the pinnacle of multiplayer experiences.
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