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That already makes it something that people will feel is fresh and unique.
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Because we are making games with co-op from the beginning, which means we have to think about our design perspective differently. And we will continue doing that because there’s so much to be explored from a creative aspect.ĭo you feel like making co-op-only games allows Hazelight to push the envelope in ways other optional co-op games can't?įares: In a sense, yes. And that's something that Hazelight is actually exclusively working on. I mean, you do have obviously single-player games that have a co-op mode as well, but no game that actually starts off by designing two different characters with different personalities and different mechanics from the get-go. Hazelight is, really, the only studio in the world that’s focusing on making co-op-only story games. And there's so much that hasn't been tried yet. I think there's so much from a creative aspect that can be explored here. They are mostly about leveling up your character and so on. And co-op games today are mostly not story-focused. What draws the studio to focus exclusively on co-op-only games?įares: First of all, I think telling stories and experiencing stories together is something you do when you go to a theater or when you tell a story.
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This means that you’ll be participating in everything that happens in the game. You will see those elements being married together in It Takes Two. We try and tell a story that fits our gameplay mechanics. We should ask questions like, “Where's the story taking them?” and “What kind of design and mechanic can we create here to ensure that you’re actually playing the story?” So, we pretty much try to make a mechanic that fits the story better, and the opposite is also true. Of course, games should be fun, but it's not everything. You know when people talk about, “What's the gameplay loop” or “What's the game mechanic of this game?” and “What's the fun?” We don’t ask those questions here. Can you elaborate on your approach to achieving that?įares: Sometimes writers and designers create two different games, but I strongly believe that we are focusing on making sure that whatever happens in the story should be reflected in the gameplay, which means that if the characters end up somewhere where they meet or see something, then you play that. You've stated that It Takes Two aims to blend gameplay and narrative elements together that push the boundaries of interactive storytelling. In general, telling a story in a game is much harder because it's an interactive medium, which means it’s way harder to control the story and the pacing compared to a movie, but I think we did a great job here. But now, you're making an interactive game out of it.
#It takes two to make a thing go right movie
So it was fun to try something new however, making a rom-com, even in movie form, is very hard. I mean, you don't have any real romantic comedies in the gaming world. What inspired you and the studio to make a romantic-comedy game?įares: Well, it didn't really start out like that, but it's a genre that hasn’t really been done yet. Otherwise, you get tired of making the same game over and over. It's more fun that way, to work like that. However, I'm not saying a sequel will never happen, but right now, it's about changing everything up. And we will continue to do that as much as we can. We can test something totally unique every time-something fresh, something new, both mechanically, tone-wise, and everything. That's also what I like about this industry, about what we're doing. And it's always fun to try something else. And we're working with a publisher that allows this, so whatever I want to do, we can do. I'm not saying it won’t ever happen, but, normally, it's fun to try something totally different. Why was that tone right for the game, and is there an inherent desire within the studio to dramatically mix things up?įares: Well, here's the thing. Brothers presented a somber odyssey, A Way Out showcased a cinematic flair, and It Takes Two features a more colorful, playful aesthetic. Thus far, all of your games have struck drastically different tones.