10 Things You Probably Missed in It Takes Two

8 min read
10 Things You Probably Missed in It Takes Two - Official Hazelight Gear Store

Some games are designed to be finished once.

It Takes Two is not one of them.

The first time through, most players are too busy surviving exploding vacuum cleaners, arguing over mini-games, or desperately trying not to fall off moving platforms to notice just how much detail Hazelight packed into the world.

But once the chaos settles, you start realizing something.

This game is filled with clever little moments that are incredibly easy to miss.

From hidden interactions to emotional details tucked into the environment, It Takes Two constantly rewards players who slow down and pay attention.

Here are 10 of the best details many players completely miss during their first playthrough.

New to the game? Start with our guide on how long It Takes Two actually takes so you know what you're getting into.

1. Every Chapter Feels Like a Completely Different Game

Most co-op games build one gameplay loop and stick with it for the entire experience.

It Takes Two practically reinvents itself every chapter.

Across the game's 7 chapters, one section feels like a third-person shooter. Another suddenly becomes a dungeon crawler. Then you're in a rhythm game, a skating sequence, or a zero-gravity space adventure.

The impressive part is that none of it feels random.

The mechanics always connect back to the chapter's emotional theme, even when the game is being completely ridiculous. The chaos in the attic is not just chaos. The tools in the shed are not just tools. Everything means something.

Most players notice the variety. Very few stop to notice how deliberately it is tied to the story.

2. The Mini-Games Are Secretly the Best Part

The side mini-games are easy to ignore when you're focused on the story.

But some of the funniest moments in the entire game happen there.

The second any competition starts, teamwork disappears completely.

Friends become rivals. Couples discover exactly how competitive they each are.

Nobody forgets a loss. Rematches happen whether the other player agreed to them or not.

There are over 25 hidden mini-games scattered across the 7 chapters, tucked into corners and objects that look like background detail. Most players find a handful. Finding all of them takes real curiosity.

And somehow the game understands the whole dynamic perfectly.

3. Cody and May’s Abilities Match Their Personalities

Cody Mini Action Figure from It Takes Two — official Hazelight collectible capturing the character's signature look from the award-winning co-op game

Hazelight did not just hand the characters random abilities.

Cody's mechanics tend to be physical, forceful, and built around impact. Nails, springs, magnets. Tools made for fixing things. It matches who he is and what he thinks he's good at.

May's abilities are more precise and fluid. Resin, paint, movement. Skills that work around problems rather than through them. Also exactly who she is.

The gameplay becomes part of the storytelling. You are not just experiencing their conflict. You are embodying it.

It's one of those details you might not notice consciously on the first playthrough. Once you do, it suddenly feels obvious that it couldn't have worked any other way.

For a full breakdown of both characters, see our post on Cody and May.

4. The World Is Packed With Hidden Interactions

There are entire sections where nothing important happens.

And that's exactly why they're memorable.

You can play with random toys, trigger hidden animations, spend five minutes annoying each other with an object that serves no gameplay purpose at all, or discover a reaction in the environment that the game never told you was there.

Those little moments make the world feel alive in a way that most games only gesture at.

It Takes Two is constantly rewarding curiosity over efficiency. The players who slow down and poke at things almost always find something worth finding.

5. The Snow Globe Chapter Is So Loved for a Reason

t Takes Two May Plushie — soft collectible featuring May in her iconic look, officially licensed Hazelight merchandise

Ask most players which chapter they remember most clearly, and the Snow Globe comes up constantly.

Everything about the atmosphere changes when you enter it.

The lighting becomes softer. The music becomes quieter. The pacing slows way down.

After some of the game's louder and more chaotic chapters, something shifts. The Snow Globe becomes surprisingly emotional, almost without warning.

For many players, this is the exact moment where It Takes Two stops feeling like just a co-op game and starts feeling genuinely meaningful. The game earns it. You just have to be paying attention when it happens.

6. Dr. Hakim Somehow Gets Less Weird Over Time

At the start of the game, Dr. Hakim feels completely unhinged.

A sentient self-help book that screams motivational advice and dances at you. It should not work.

Then something strange happens.

You slowly get used to him.

By the end, the dancing relationship book feels normal. Maybe even comforting. His appearances start to feel like check-ins rather than intrusions.

Most players notice this shift without being able to explain it. It's a quiet piece of character work built entirely through repetition, and it lands because the game trusts you to feel it rather than pointing it out.

7. The Game Almost Never Reuses Ideas

This might be the most impressive thing about It Takes Two, and the easiest to take for granted.

Most games introduce a good mechanic and use it for several hours. It Takes Two introduces brilliant mechanics and abandons them an hour later just to surprise you with something completely new.

Think about how many individual gameplay systems you encounter across the 7 chapters. Almost none of them appear twice.

Very few modern games feel this consistently creative from beginning to end. Most players just experience it as fun without stopping to realize how unusual it actually is.

8. The Story Hits Harder Than Most Players Expect

A lot of people start It Takes Two expecting a fun co-op platformer.

They do not expect the emotional moments.

Underneath all the explosions, absurd comedy, and squirrel warfare is a story about communication, burnout, frustration, and what it takes to reconnect with someone you no longer understand.

The game does not announce this. It earns it slowly, chapter by chapter, while you are busy laughing at something else.

That emotional core is what makes It Takes Two memorable long after the credits roll. Most players only realize what happened when they try to describe it to someone else and find themselves saying more than they expected.

9. Who You Play With Changes Everything

The game itself stays exactly the same.

The experience changes completely depending on who is sitting beside you.

Playing with a close friend creates different moments than playing with a partner. Playing with someone who never games creates entirely different moments than playing with someone who has been gaming for years.

Some playthroughs turn into nonstop chaotic laughter. Others become unexpectedly quiet and emotional in exactly the right places.

Very few games adapt this naturally to the specific relationship between the two players. It Takes Two does it without trying. The game creates the conditions. You and whoever you're playing with do the rest.

This is also a big part of why It Takes Two works so well as a couples game. Not just because of the story's subject matter, though that helps. But because both players are equally invested and equally important from the first minute to the last.

10. The Entire Game Was Built Around Cooperation

It Takes Two never lets one player feel unimportant.

Every puzzle, every mechanic, every boss fight requires both players to contribute equally. There is no carry. There is no passenger.

You are constantly connected to the person beside you.

That sounds simple, but it is the reason everything else in this list works. The hidden interactions matter because both of you find them. The emotional moments land because you experience them at the same time from different angles. The mini-game rivalries exist because the game made sure both players had real stakes.

It Takes Two does not just include co-op gameplay. It is built entirely around it.

You can feel that in every single chapter.

Final Thoughts

Years from now, most players probably will not remember every boss fight or puzzle solution from It Takes Two.

They will remember the moments.

The accidental failures. The arguments during mini-games. The ridiculous teamwork. The laughter. The emotional scenes that appeared out of nowhere.

That is what makes It Takes Two special. Not just the game itself, but the memories you create while playing it together.

Finished It Takes Two? See how Hazelight's other games compare in our guide to all Hazelight games in order.


Official It Takes Two Merchandise

Official It Takes Two Cody and May action figures side by side — part of the Hazelight Collector's Collection from the official Hazelight store


For fans who want to keep something from the adventure, the official Hazelight store carries a full range of It Takes Two merchandise. All officially licensed and built around Cody and May.



FAQ

How many chapters are in It Takes Two?

It Takes Two has 7 main chapters: The Shed, The Tree, Rose's Room, The Cuckoo Clock, The Snow Globe, The Garden, and The Attic. Each one introduces completely new mechanics and takes roughly 1.5 to 3 hours to complete.

Is It Takes Two a good couples game?

One of the best. The game was built specifically for two players and tells a story about a couple working through their relationship from opposite sides. Both players have equal importance throughout, which is a big part of why it resonates with couples especially.

Can you play It Takes Two on keyboard and mouse?

Yes. It Takes Two supports keyboard and mouse on PC. The game is available via Steam, EA App, and Epic Games Store, and plays well with either a controller or keyboard and mouse setup.

How does It Takes Two compare to Split Fiction?

Both are Hazelight co-op games built around constantly changing mechanics, but they feel different in tone. It Takes Two is more emotionally intimate and more accessible for newer players. Split Fiction is longer, more action-heavy, and adds cross-platform play. See our 7 Things Split Fiction Does Better for a full comparison.

Hazelight It Takes Two