Why It Takes Two Multiplayer Is Still The Best Co-op Game Ever Made

Why It Takes Two Multiplayer Is Still The Best Co-op Game Ever Made

Honestly, most "co-op" games are lying to you. You know how it usually goes. You and a friend jump into a shooter or an RPG, and while you're technically playing together, you’re basically just existing in the same digital space. If your buddy goes AFK to grab a slice of pizza, you can usually keep playing just fine. It Takes Two multiplayer is the complete antithesis of that lazy design. It doesn't just suggest you work together; it demands it with a level of mechanical creativity that frankly makes other developers look a bit uninspired. Developed by Hazelight Studios and directed by the outspoken Josef Fares, this game won Game of the Year in 2021 for a reason. It isn't just a game. It's a mandatory exercise in communication that’s wrapped in a chaotic, Pixar-on-acid fever dream.

If you haven’t played it yet, the premise is kooky but surprisingly heavy. You play as Cody and May, a couple on the brink of divorce. Their daughter, Rose, inadvertently traps their souls inside two hand-made dolls using a "Book of Love" named Dr. Hakim. To return to their bodies, they have to navigate their own house and yard, which have been transformed into massive, dangerous landscapes.

The Friend’s Pass is a total game changer

Let’s talk about the barrier to entry because this is where most games trip up. Usually, if I want to play a game with a friend online, we both have to drop $40 to $70. It’s a hard sell. Hazelight fixed this. It Takes Two multiplayer utilizes a "Friend’s Pass" system. This means only one person needs to actually own the full game. Your friend can download the trial version for free, you invite them, and boom—you play the entire thing start to finish without them spending a dime.

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It's a consumer-friendly move that more studios should honestly copy. It removes the "is it worth it?" friction. It also acknowledges the reality of adult gaming: finding a consistent partner is harder than finding the money. By making it free for the second player, the game prioritizes the experience over squeezing every last cent out of the player base.

Why the mechanics feel so different every 20 minutes

Most games find a "loop" and stick to it. You jump, you shoot, you upgrade, repeat. This game gets bored with itself every half hour. One minute Cody is shooting sap and May is detonating it with a matchstick launcher, and the next, you're playing a top-down dungeon crawler or a rhythm-based flight simulator on the back of a disgruntled squirrel.

The variety is staggering. Seriously.

I remember the first time I hit the Cuckoo Clock level. Suddenly, Cody can manipulate time—rewinding objects or fast-forwarding them—while May can clone herself to be in two places at once. The puzzles require you to sync these completely different abilities perfectly. If Cody doesn't freeze the giant swinging pendulum at the exact right microsecond, May gets crushed. There is no "carrying" a bad player here. You both have to be locked in. This constant shifting of genres keeps the "It Takes Two multiplayer" experience from ever feeling stale. You never know what the next room holds. Is it a 2D fighter? Is it a racing game? Is it a weird botanical horror show? Yes. It's all of those.

The dark side of Dr. Hakim

We have to mention the book. Dr. Hakim, the anthropomorphic Book of Love, is... polarizing. Some people find his hip-thrusting, "Look at me!" energy hilarious. Others want to throw him into a woodchipper. But love him or hate him, he serves a specific narrative purpose. He’s the physical manifestation of the work required in a relationship. He’s annoying because he’s forcing these two people to confront their failures while they’re just trying to survive a giant vacuum cleaner.

Real talk: The "Elephant in the Room" moment

There is a specific scene in this game involving a stuffed elephant named Cutie. If you’ve played it, you know exactly what I’m talking about. If you haven’t, prepare yourself. It is one of the most mechanically uncomfortable and narratively dark moments in modern gaming history.

Cody and May believe that making Rose cry will break the spell, so they decide to destroy her favorite toy. As the players, you are forced to participate in this destruction in a way that feels genuinely cruel. It’s a brilliant, if traumatic, bit of storytelling. It shows that Cody and May aren't just "good people in a bad spot"—they’re flawed, desperate, and occasionally selfish. This depth is what elevates the multiplayer experience. You aren't just clicking buttons; you're debating the morality of your characters' actions with your co-op partner in real-time.

Technical hurdles and how to fix them

While the game is a masterpiece, it’s not without its quirks. If you’re playing It Takes Two multiplayer online, you need a rock-solid connection. Because the game relies so heavily on precise timing—think millisecond windows for jumps or boss mechanics—even a tiny bit of lag can be infuriating.

  • Wired is better: If you're on consoles or PC, use an ethernet cable. WiFi jitter will kill you during the plane sequence.
  • Voice chat is non-negotiable: Don't try to play this with a stranger or without a mic. You need to be able to scream "Jump now!" or "Launch the sap!"
  • Platform limits: Remember, there is no cross-play between different families of consoles. PS4 players can play with PS5 players, but a PC player can't play with an Xbox player. It's a bummer, but that's the current state of things.

The genius of the "no-death" system

One of the smartest things Fares did was remove the "Game Over" screen. In most co-op games, if you both die, you go back to a checkpoint three rooms ago and have to redo everything. In It Takes Two multiplayer, as long as one person is alive and mashing buttons to respawn, the game keeps going.

This keeps the momentum high. It encourages you to take risks. You don't get frustrated with your partner for missing a jump because the penalty is almost non-existent. You just laugh, respawn, and try again. This design choice shifts the focus from "skill-based frustration" to "cooperative experimentation." It makes the game accessible to people who don't usually play games, which is probably why so many people use this to introduce their non-gamer partners to the hobby.

Comparing it to other co-op titans

People often ask if they should play this or something like A Way Out or Overcooked.

A Way Out (also by Hazelight) is great, but it’s a gritty prison break drama. It’s shorter and less mechanically diverse. Overcooked is fantastic, but it’s a high-stress "anxiety simulator." It Takes Two multiplayer sits in this perfect middle ground. It has the narrative weight of a movie but the pure, unadulterated "fun factor" of a Nintendo classic. It borrows the best elements from Mario Odyssey, Portal 2, and Honey, I Shrunk the Kids to create something that feels entirely its own.

The impact of the "divided screen"

Even when playing online, the game uses a split-screen view. This was a deliberate choice. You need to see what your partner is seeing to understand how to help them. If May is stuck on a platform, Cody can look at her half of the screen to see the lever he needs to pull. It creates a shared visual language.

It’s a bit jarring at first for people used to full-screen gaming, but you get used to it in about five minutes. It reinforces the theme of the game: you are two halves of a whole. You cannot succeed in isolation.

Is it actually a "couples" game?

The marketing really leans into the idea of playing this with a romantic partner. And yeah, it’s great for that. It’ll test your communication skills more than a weekend at IKEA. But honestly? It’s just as good with a best friend or a sibling. The themes of reconciliation and seeing things from another perspective are universal.

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I’ve seen streamers play this with their parents. I’ve seen long-distance friends use it as a way to stay connected. The core of the game isn't just "romance," it's "collaboration."

Essential tips for your first playthrough

Don't rush. The game is packed with mini-games that are hidden in the corners of the world. There are 25 of them in total. From "Whack-a-Cody" to tank battles and chess, these mini-games are where the competitive spirit of the multiplayer really shines. They don't give you any power-ups or gear; they're just there for bragging rights.

Also, pay attention to the environment. The level design is dense with "interactables." You’ll find cameras you can take pictures with, chairs you can sit in, and random buttons that do nothing but make a funny noise. Hazelight put a lot of love into the "useless" details, and that’s where the magic lives.


Actionable Next Steps

  • Check your platform: If you have an EA Play subscription or Xbox Game Pass, the game is usually included. Check there before buying it standalone.
  • Download the Friend's Pass: If you're the one being invited, go to your console's store and search for the "It Takes Two Friend's Pass." It's a separate download from the main game.
  • Set aside 12-15 hours: This isn't a one-night game. To really soak in the world and find the mini-games, you’re looking at a solid dozen hours of gameplay.
  • Pick your roles wisely: If one of you is better at precision platforming, they might prefer May's abilities in certain levels. Cody’s roles often involve more "aiming" and "shooting" mechanics. You can't swap characters mid-level, so choose your doll at the start of each session based on your strengths.

There is a reason why, years after its release, we are still talking about this game. It didn't just move the needle for co-op gaming; it broke the needle and built a new one out of scrap metal and magic. Whether you’re trying to save a marriage or just trying to beat a boss made out of a literal toolbox, this is the gold standard for shared gaming experiences.