
Meanwhile, Cody's nailgun can shoot distant targets and switches. The hammer-and-nail chapter plays out logically enough: May's hammer can whack nearby objects in need of blunt force.
IT TAKES TWO CHAPTERS FULL
When that chapter concludes, the items change: Cody gets a squirt-gun full of nectar, and May gets a funky little launcher that shoots tiny, barely lit matches. With that core established, IT2 transitions into an asymmetrical adventure where husband Cody and wife May each receive one special, temporary ability for the duration of a "chapter." The first chapter gives May a hammer and Cody a magical nailgun. The game's behind-the-back camera system generally keeps up, except when the system occasionally fails to auto-adjust for high-jump landings-and makes players squint to find a hard-to-see landing shadow. Blobby jump physics feel powerful and predictable, and it's easy to reach and maintain a high running speed without feeling slippy or imprecise.

Both players get a tutorial-like chance to run, dash-roll, double-jump, rail-grind, and crouch-walk around an attic, and this quickly confirms that Hazelight has mostly nailed the basic sweet-sauce foundation that Super Mario 64 built. That means players can see each other's perspective while 3D-platforming. Getting yourselves back to normal requires adventuring through a Honey, I Shrunk the Kids-style world: ordinary objects and environments become all the more dangerous when you're pint-sized.Īfter the game's introductory sequence plays out, a solid line splits the screen (even when played online). Additionally, you've been transformed into handmade dolls. I'll start with the good stuff, which requires a yadda-yadda-yadda of the plot: each player controls either the husband or the wife in an unhappy couple.

IT TAKES TWO CHAPTERS INSTALL
I optimistically attended an online preview event last week to see what the fuss might be about, which allowed me to install and test the game's first two hours on my PC (and link up with Ars Technica's Kyle Orland as an online co-op partner). The footage seemed to turn a new Hazelight storytelling page in terms of a "rom-com" plot, while its always-cooperative gameplay looked bouncier and more action-packed. Trailers for the company's next game, March 26's It Takes Two (published by EA coming to Steam, Origin, PS4, and XB1), got my hopes up in both of those critical categories. But where 2013's Brothers: A Tale of Two Sons offered a refreshing morsel of co-op adventuring, 2018's A Way Out buried its most clever moments in an overwrought story and slow mechanics. The team at Swedish game studio Hazelight has spent nearly a decade making cooperative adventure games-and doubling down on the "co-op" tag by requiring two players for their games to work.
