top of page

It takes two ...

If you are not into Video games you will probably be unaware of Hazelight Studios. They are a video game developer, founded by Josef Fares, and based in Stockholm in Sweden. What makes them different is that the games they have created are designed specifically to be played in tandem with another player.


Recently Muppet, and I, played through both of their games. We started with “A Way Out”, a game that revolves around breaking out of prison. Their second game “It Takes Two” focuses on a divorcing couple, that are magically turned into dolls.


I have to say that both games are truly brilliant, each for different reasons. The one commonality being the paired experience, the fact that you play through every level with a partner. The gameplay is varied, and often uses common dynamics in completely unique ways. I could definitely imagine a VR, or Playstation exclusive version of either game coming out one day. One that makes use of the capabilities of the Dual Sense controller.


Both games have a deeply entwined story, with family being the focus on several occasions. In “A Way Out” the game took the hero and villain concept and dissected it. Showing the cause and effect of decisions, past and present. Especially the implications on family members to making certain choices.


That could also be said of “It Takes Two” but it feels intensified as you discovered more about the characters. The story is told of a disconnected family, a couple on cusp of a divorce. It breaks down the separate relationships, and shows how much of an impact it has had on their child. I have to admit, as a father I deeply felt for her, and was impressed that the story manages to be so emotionally connected, feeling like it’s almost personal at times.


It isn’t just about the clever gameplay, the hours of co-op entertainment. It’s not just a visual feast, or a joy to play. All of which are true, and present. Instead it becomes much more than just a game. It is a journey of discovery, which is constantly re-centered back to the child’s view, one that could have been overlooked otherwise.


Each players experience differs slightly, but is equally important to the plot, as well as the gameplay. We laughed, we almost cried, and above it all, we both really loved it.


All our best and love,

Ross Fraser and Jeni Dern


Words – Ross Fraser

Graphic Design App – Canva

8 views1 comment

Recent Posts

See All

1 Comment


After unmasking, my reactions to proximity became heightened. I found that being around anyone on a bad day to be incredibly tough. It’s in those moments that I see the benefit of games like the ones Hazelight creates. A way to have a shared experience but play it out either in the same room (via split screen) or online. It gives the players the choice on how to interact and experience the game. Additionally it opens up a way to discuss difficult subjects like separations or a divorce.

Like
bottom of page