It takes two game length
But you have to understand, it’s not just the mechanic that’s unique, the boss it goes with is unique.įor instance, take the Wasp boss that you guys met, you can’t use the hammer and nail to take that out.
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I think the hard thing is you not only have to create all of these moments, but you have to polish them and make them crisp. My team can sometimes be upset and ask things like why we’re even doing this, but they’re used to it right now. That scene took half a year to make and you play it for one minute. How hard is it to create a game where you have twenty, thirty, forty, even fifty game mechanics? I don’t want to spoil anything for readers, but there’s a Street Fighter moment in this game! I love just how many small mechanics you jam into It Takes Two, many of them one and done. No, no, he was another writer but still, we’re comfortable enough with each other to yell at each other. This game will test the level of your relationship. I just wish there were more people out there, you know? I just think it’s exciting to have two dynamic characters with two different mechanics most of the time, creating friction between both the players on-screen and the players on the couch, as you saw in Brothers and A Way Out of course. I think in co-op games there’s an underestimated creativity that hasn’t been explored yet and that’s what we’re doing at Hazelight, trying to push this “genre” that we came up with, in a sense, because we’re the only one doing this right now.
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You really need each other.Īnd I do believe you can tell really strong stories and you want to experience stories together, just like we experience movies together. But I’m surprised we don’t see more like that, you see plenty of single-player games with co-op, drop-in, drop-out but you can’t drop out of this game. Now I thought after A Way Out – after the success of A Way Out – that more games would be like that. The whole idea that you create a co-op game only from the get-go, it’s written, designed from the beginning that way and that’s what makes it feel fresh and different. Well here’s the thing, what we’re doing at Hazelight is a world exclusive, nobody is doing what we do. What compels you to develop these uniquely collaborative experiences that force gamers to come together? Like A Way Out, It Takes Two has no single-player option. He shared his thoughts on what constitutes value for money in video games, how he marries story and mechanics in his games, as well as his experience embodying a love-matic tome, hellbent on mending the failing marriage at the heart of It Takes Two’s fresh, heartful romantic-comedy plot. While you’re able to read our thoughts on It Takes Two, the newest co-op only title from Josef Fares and his team at Hazelight, we were also able to sit down for a one-on-one with the man himself, who is often considered one of the industry’s biggest, and most outspoken, personalities.