There were all kinds of comments—some about the level design, some about the story, and some were just memes or jokes based on real-life experiences.
But one thing is clear: It Takes Two gave every player an unforgettable experience.
Even if there were moments that made some players upset or sad, the journey itself was exciting and full of surprises, just like an animated movie.
The ending was a happy one, as expected, which left many players very satisfied.
On the fourth day after launch, reviews from major media outlets started coming out.
A lot of game reviewers even admitted they were moved to tears.
After all, with so few exciting releases lately, there hasn't been much real news that catches players' attention.
And many game journalists still remember how awkward it was when they reviewed Dark Souls back then.
That's because Nebula Games never provided special review copies to the media for early access. They had to play the game at the same time as everyone else and then write the reviews.
But for game media, playing isn't the same as for regular players.
Players can just enjoy the game, but the media have to pay attention to all the details and fully understand the content for their review.
That's a lot of work. When Dark Souls came out, it was like the darkest time for domestic game media.
The insane difficulty, the fragmented storytelling, and the side quests that you would almost always miss on your first playthrough without a guide.
Because of that, even two weeks after Dark Souls launched in China, some big media outlets still hadn't published their reviews.
And by the time they finally beat the game and understood all the depth, the situation got even more awkward—because by then, the game's reputation had already shifted from mixed reviews to overwhelmingly positive.
For players, they already understood what kind of game Dark Souls was.
Reviews mainly serve players who don't know much about the game, giving them some reference.
But once players are clear about it, reviews don't matter as much anymore.
Aside from hardcore fans or people who want to bash a game using review scores, most casual players only look at ratings to decide whether to buy a game or not.
So Dark Souls left a deep impression on game media back then.
But now it's different!
This time, even though the media didn't get an early review copy for It Takes Two either…
The reviews weren't published on launch day.
But at least they came out while the game was still at peak popularity. And because of the co-op requirement, a lot of players had been on the fence before buying.
So these reviews came at just the right time!
They really nailed the hype this time!
Among domestic media, the lowest score was 9 out of 10.
GameSpace, which had interviewed Lucas before, even gave it a perfect 10.
Here's what GameSpace said in their review:
"Without a doubt, It Takes Two is the best co-op game in recent years, no question about it! From the moment you dive into this magical world, you're constantly bombarded with incredible sights and sounds, enjoying a feast of creativity and imagination."
"For over ten hours, the game keeps switching up its gameplay and settings. One moment you're racing along train tracks among the stars, the next you're sailing a battleship through a world of building blocks, blasting away at a giant octopus as big as a mountain. You never know what's waiting around the next corner."
"And mechanics that could easily carry an entire game elsewhere are sometimes just a small appetizer here, never to show up again in the journey ahead. That constant sense of surprise, combined with dreamlike scenes, makes the whole experience feel like a thrilling roller coaster ride."
"This is an amazing co-op adventure that sets a new standard for creative game design! It's stunning, fast-paced, packed with ideas, and every step pays off with fun and originality."
"And when it comes to the story, It Takes Two also shines. It perfectly blends gameplay with narrative."
"The story explores timeless questions about love, marriage, and family: When marriage is worn down by daily life, can warmth bring love back? Besides love, what else keeps two people together? If passion fades, what makes life worth living?"
"In the game, these questions are explored through three themes: 'When life gets busy, will couples still make time for each other?' 'What keeps them together beyond love?' and 'If life kills our passion, what meaning does it still hold?'"
Through the levels and story in the game, players also got answers to those three questions, and in the end, the game's theme was brought to a higher level.
In a family, a child is like a rope that ties the couple together. Of course, a child is never a shackle for the parents, but at least they should be the last safety line.
It's a little cruel, but very real. This heavy and realistic theme was wrapped in a clever setting, using the adventure of tiny fantasy characters to look at the world from a different angle.
As major media reviews came out, the hype for It Takes Two didn't cool down at all.
Sales also kept climbing, reaching 1.55 million copies in just two weeks.
This number even surprised Lucas a little.
After all, a two-player game—especially one that forces co-op—is very picky about its players.
Not all players have a partner to play with, and on top of that, It Takes Two uses an invite system: one player owns the game and can invite another to join.
But even so, the game still sold this much, which was way beyond Lucas' expectations.
Lucas went over the launch situation of It Takes Two and came up with a rough summary.
The sales boom mainly came from three factors.
The first factor is the solid quality of the game itself.
The second factor is the lack of this type of game. For many players, co-op games are nothing new, but a co-op game as rich and big as It Takes Two was the very first of its kind.
The third factor is the game drought. After the New Year, companies did release some titles, but none of them were strong hits.
Games that players were really waiting for were still in the "coming soon" stage.
In this situation, the appearance of It Takes Two naturally attracted players hungry for new games.
(End of The Chapter)
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