On March 26, the co-op action It Takes Two is released. It is about a couple who must get out of the fantasy world and at the same time save a broken relationship. Game designer and head of Hazelight Studios Josef Fares told Game Informer and Polygon what to expect from the game. It promises many different mechanics, surprises at every turn, and, of course, fun for both players.

In an interview with Game Informer, Fares first stated that he believed the obsession with the concept of fun in games is wrong. In video games, fun is not always the main thing. People are often mistaken about this and then ask, “Is this fun to play?” Fares’ favorite moments in games are never fun. At the same time, if you are looking for fun and excitement, check bettingnirvana.com where you can not only have fun but also earn some money.

It Takes Two also begins sadly: the main characters, the married couple Cody and May, find themselves on the verge of divorce. Their daughter Rose does not like this idea, and she makes two dolls in the image of the parents. One day, the parents turn into those very dolls and find themselves in a fantasy world, where the humanoid Book of Love becomes their guide and advisor – the movements for it, by the way, were recorded from Fares himself. Now the couple’s goal is not only to return to their bodies but also to return their former feelings.

What It Takes Two will be, has defined by its focus on storytelling. Its main feature is very dissimilar places and mechanics. Fares says that repetition is generally “very dangerous” for narrative games. Because of it, he believes, sometimes there is a feeling that the writers and designers were engaged in two different games – but not if everything is built around character leveling.

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It Takes Two works in a completely different way, so Fares had to come up with a lot of mechanics for it. So, in 15 hours of the game, about 25 different mini-games fit. The game will be insanely variable. Game Informer notes that in the current reality, game creators can not always afford to completely avoid repetition. Hazelight Studios, however, has already shown it can handle unusual creative solutions.

In A Way Out, another game by Hazelight, the characters must overcome several obstacles to escape the prison. When meeting with them, the players could be forced to go back and look for another way, but Fares considered that it is necessary to respect other people’s time and exclude backtracking. In It Takes Two, many of the mechanics that the game designer mentioned earlier are needed precisely to preserve diversity. The studio strove to make sure that the player does not get tired of the game – hence the many mechanics and the variety of locations. Fares is even willing to bet a thousand dollars that It Takes Two is not capable of tiring the player.