Why It Takes Two Cody Is the Most Controversial Dad in Gaming

Why It Takes Two Cody Is the Most Controversial Dad in Gaming

He’s a small, clay-like figure with a leaf for hair and a serious case of "stuck in the middle" syndrome. If you’ve played Hazelight Studios’ masterpiece, you know exactly who I’m talking about. It Takes Two Cody isn't just one-half of a co-op mechanic; he’s a deeply flawed, surprisingly relatable representation of a man losing his grip on his marriage and his own sense of self.

Cody is messy.

He’s loud, he’s a bit of a whiner, and he’s constantly bickering with May. But that’s why the game works. Director Josef Fares didn’t set out to make a "perfect" protagonist. Instead, we got a guy who represents the domestic friction millions of people feel every single day. People search for Cody not just because they need help with the "Green Fingers" boss fight, but because they’re trying to understand if they’re actually supposed to like him.

The Reality of Cody’s Mid-Life Crisis

Cody is a stay-at-home dad. In the context of 2021 (when the game launched) and even looking back now in 2026, this dynamic is still ripe for storytelling. He’s the one who gave up his passion—gardening—to manage the household while May worked as an engineer. It’s a classic role reversal that doesn’t always get the nuanced treatment it deserves in video games.

Usually, games give us the "badass dad" like Joel from The Last of Us or Kratos. Cody? Cody is the "resentful dad." He feels underappreciated. He feels like May doesn't see the work he puts in. This leads to a lot of the early-game friction where Cody comes off as passive-aggressive. Honestly, it’s uncomfortable to watch sometimes because it feels so real. You’re sitting on your couch with your partner, controlling these two tiny dolls, and they’re saying things to each other that sound like a Tuesday night argument over who forgot to take the trash out.

Hazelight used Cody to explore the idea of "lost passion." When you enter the Cuckoo Clock or the Garden levels, you see the manifestation of his abandoned dreams. The garden isn't just a level; it’s his psyche. It’s overgrown, corrupted, and full of things that want to kill him because he neglected it.

Why Players Actually Argue Over Cody

If you browse any forum or Reddit thread about this game, you’ll see a divide. Half the players think May is a cold workaholic. The other half think Cody is a lazy man-child.

The brilliance of It Takes Two Cody is that he is both a victim and a culprit. He’s stuck. He’s a guy who stopped trying because he felt like his efforts weren’t being validated. But he also blames May for things that are within his own control.

One of the most jarring moments in the game—and honestly, one of the most traumatizing moments in modern gaming history—is the Cutie the Elephant scene. If you know, you know. Cody and May believe they need to make their daughter, Rose, cry to break the spell. They decide to destroy her favorite toy.

The way Cody handles this is fascinating from a character study perspective. He’s hesitant, sure, but he goes along with it. It shows the desperation of a parent who is so focused on "fixing" the situation that they lose sight of the actual child involved. It makes Cody human. Not "video game hero" human. Just... flawed, desperate human.

Mastering Cody’s Mechanics: More Than Just Throwing Nails

While May gets the hammer, Cody gets the nails. This isn't just a random choice. In the world of It Takes Two, Cody is the one who provides the "foundation" or the "anchor" points. He throws the nails so May can swing across.

It’s symbolic.

But let’s talk about his specific power sets because they change constantly:

  • The Sap Launcher: In the tree levels, Cody sprays flammable nectar. He sets the stage, and May provides the spark. This is the peak of their gameplay synergy. You literally cannot progress unless Cody is meticulously coating the environment for May to ignite.
  • The Size-Shifting: Cody can grow giant or shrink to the size of an ant. This highlights his insecurity. Sometimes he feels small and insignificant in the relationship; other times, he has to "big himself up" to protect the family.
  • The Magnet: This is where the bickering usually peaks. Cody and May get opposite poles of a magnet. It forces them to either pull together or push apart, which is basically the entire theme of their marriage.

If you’re playing as Cody, you have a different responsibility than the May player. May is often the "finisher." She hits the things. She breaks the glass. Cody is the "enabler." He sets the platforms. He holds the doors. If you’re the type of gamer who likes setup and support roles, Cody is your guy.

The Garden Level: Cody’s True Heart

The Garden is arguably the most beautiful and terrifying part of the game. It’s Cody’s domain. Here, he gains the ability to transform his head into different plants—a cactus, a tomato, or a vine.

This level serves as his "reawakening."

When you fight Joy, the corrupted plant, Cody isn't just fighting a boss. He’s fighting his own stagnation. He’s reclaiming the part of himself that he buried when he became "just a dad." It’s a powerful message: being a parent or a partner shouldn't mean burying your individual identity.

Critics like Lucy O'Brien from IGN have noted that the game’s strength lies in how these metaphors aren't just subtext; they are the gameplay. When Cody is reviving his plants, he’s reviving his own ego. It’s a necessary step before he can actually fix his marriage with May. You can't love someone else properly if you hate what you've become.

The Controversy of Cody’s Voice and Personality

Let’s be real: Cody can be annoying.

The voice acting by Joseph Balderrama is fantastic, but he plays Cody with a certain high-pitched franticness that can grate on your nerves after four hours of play. But that’s intentional. He’s stressed! He’s been turned into a doll by a magical book named Dr. Hakim (who is a whole other level of "love him or hate him").

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Some players find Cody’s constant whining to be a dealbreaker. They see him as the weaker link in the relationship. But if you look at the dialogue closely, Cody is often the one trying to initiate conversations about "us," even if he does it poorly. May tends to shut down. Cody tends to blow up. It’s a classic anxious-avoidant trap.

How to Be a Better Cody (Gameplay Tips)

If you're currently stuck or just starting your journey as the leaf-haired father, keep these things in mind. Cody’s kit requires more "aim" and "timing" than May’s generally more "action-oriented" kit.

  1. Lead your shots with the Sap Gun. The projectiles have travel time. Don't aim where the wasps are; aim where they’re going to be.
  2. Abuse the size-shift. When Cody is small, he can jump higher and move through vents. When he's big, he can ground pound with massive force. Switching between these quickly is the key to the harder platforming sections in the later chapters.
  3. Communication is the actual meta. You can’t play Cody in a vacuum. Since Cody is usually the one "setting the stage" (nails, sap, magnets), you have to tell your partner when you're ready. "Nail in. Jump now."

Looking Back: Cody’s Legacy in Co-op Gaming

Since its release, It Takes Two has set a bar that few games have cleared. Cody remains a standout character because he’s so desperately un-cool. He’s a guy in a green shirt who loves his daughter and is failing at his marriage.

He’s not a hero. He’s a work in progress.

In the end, Cody’s journey isn't about becoming a better gardener or a better doll-warrior. It’s about him realizing that his "sacrifices" shouldn't be used as weapons against his wife. He learns to take ownership of his happiness again.

Actionable Insights for Players

  • For New Players: Don't pick Cody if you want to be the "lead" attacker. Pick him if you like puzzles, environmental manipulation, and being the literal glue that holds the platforming together.
  • For Couples Playing: Use Cody and May’s arguments as a mirror. If you find yourself agreeing with Cody too much, it might be time to look at how much "invisible labor" you feel you’re doing in your own life.
  • The "Secret" Tech: Most players don't realize that Cody’s dash has a slightly different recovery time than May’s. Practice the dash-jump-mantle combo early to make the late-game clock tower sections less frustrating.

If you’re looking to dive back into the game, pay attention to the background details in Cody’s room at the start. The trophies, the withered plants, the half-finished projects. It tells a story that the dialogue doesn't need to explain. Cody is all of us who ever felt like we lost our "spark" in the grind of daily life.

Check out your local digital storefront or Game Pass—this remains a mandatory play for anyone who cares about how stories are told through mechanics. Stop worrying about who is "right" in the argument and just focus on landing those nail shots. May is waiting for you to swing.