Hey, Josef Fares now, and I’m the founder and artistic administrator of Hazelight.Everyone here at the studio is really excited to show what we’ve been working so hard on to finally reveal. Our brand-new game, It Makes Two, is a co-op platform adventure that’s going to blow your judgment, and it’s coming to PS4 and PS5 on March 26, 2021. After the success of A Way Out, we definitely wanted to create another co-op game. I see co-op tournaments are very underrated for assure strong fibs. There’s so much to be explored, especially from a narrative attitude. When you’re watching a movie or going to the theatre, doing it together is always more fun.We’ve seen this in A Way out as well and it will be an even stronger experience in It Takes Two, so that’s something we’re super elicited for.
Just as with A Way Out, we’ll have the Friend’s Pass. That means that you will exclusively have to buy the game formerly, and your best friend can affiliate free of charge. If you buy a game that’s created for co-op, it’s only fair that your best friend can play it with you, without having to buy it for themselves. There’s an entire sheet about it over at the official EA website, so check it out if you want to know more.
It Takes Two is literally a dreamy slapstick, which isn’t that usual in video games. It’s about a small family, a little girl, Rose, the parent Cody, and the mother May. Cody and May are about to separate. Rose is destroyed about it of course, so she initiates these two dolls representing her mothers that magically come to life in this fantastical world. You and a friend will represent the game as the doll versions of Cody and May, and you’ll go through a lot of weird and messed up things from there on.
I think parties will be surprised by how touching and likewise exhilarating the floor is and how it will progress. We likewise have this very crazy book character in the story, Dr. Hakim, who’s kind of a compassion guru, and will try and positioned Cody’s and May’s relationship back together by throwing them into a lot of unexpected situations.
What we’re really pushing for, is for the floor to go hand in hand with the gameplay. Narratively driven games in general need less repetitive gameplay, and more car-mechanics that really fits within the story.
In It Takes Two, there are minutes where we actually connect Cody’s and May’s own spirits to the gameplay.
It’s hard to explain if you haven’t toy it, but this is really important to us. It’s important because you see a lot of sports where it’s almost like the designers and scribes are doing two different experiences.
Another thing about the gameplay is its gargantuan assortment, blending a lot of different game genres. You will be sickened by it! And the variety isn’t simply there for the purposes of the it. Variety in itself is important to keep it fresh, yes, but again, it’s actually there to reflect what’s going on in the floor. Our goal is to have musicians wanting to finish the game and play 100% of it and not just 30%- which is often the case.
It Takes Two is going to be a wildernes roller coaster ride through a lot of spirits. I desire messing with players’ minds! Meeting them second-guess. But at the end of the day, this is a story about love. I promise that you will definitely feel something when you’re done with it.
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