In an industry often dominated by solitary open-world epics or hyper-competitive battle royales, It Takes Two arrived as a radical, heartwarming anomaly. Developed by Hazelight Studios and published under the EA Originals label, it wasn’t just a game; it was a mandate for human connection. By requiring two players—and only two—to navigate its whimsical, genre-bending world, director Josef Fares and his team bet everything on the power of shared experience. Since its 2021 debut, the news cycle surrounding the title has been one of consistent triumph, moving from a niche "co-op only" experiment to a multi-platform juggernaut with a burgeoning Hollywood future. This article provides a comprehensive news retrospective, tracing the game’s journey through its development milestones, award-winning legacy, and its status as a permanent fixture in gaming culture as of 2026.

1. The EA Play Reveal: Josef Fares and the "No-Boredom" Promise (2020)

The first major news wave for It Takes Two broke during the EA Play Live event in June 2020. Josef Fares, the charismatic and outspoken founder of Hazelight Studios, introduced the world to Cody and May—a couple on the brink of divorce who are magically transformed into dolls. The news immediately centered on Fares’ bold claim: that the game would be so varied and engaging that he would literally pay $1,000 to anyone who genuinely found it boring. This "bold bet" became a viral news story, setting a high bar for the game's creative ambitions.

Behind the bravado, the news focused on the technical ingenuity of the "Friend's Pass." Hazelight announced that only one person would need to own the game for two people to play online. This was a significant piece of industry news, as it removed the financial barrier for co-op play and demonstrated a player-first philosophy that was rare among major publishers. The reveal established It Takes Two as the spiritual and mechanical successor to A Way Out, but with a much more vibrant, fantastical tone.

2. Launch Day and the Critical Gold Rush (March 2021)

When March 26, 2021, arrived, the news headlines shifted from skepticism to universal acclaim. Reviews flooded in, with outlets praising the game’s "mechanic-per-minute" philosophy. From flight simulation and third-person shooting to dungeon crawling and rhythm games, the news highlighted how It Takes Two refused to stick to one genre. The narrative, guided by the polarising yet memorable "Book of Love," Dr. Hakim, became a central talking point for critics who found the story’s blend of divorce drama and Pixar-esque wonder to be a daring tonal tightrope walk.

The launch news was bolstered by the game’s immediate commercial success on Steam and consoles. Within days, it became a top-seller, proving that there was a massive, underserved market for high-quality, split-screen cooperative experiences. Journalists noted that the game had a "virality" factor; because it required a partner, every buyer essentially "recruited" another player, creating a self-sustaining marketing loop that few other titles could replicate.

3. The Million Sales Milestone: Defying the "Niche" Label (Mid-2021)

By June 2021, only a few months after launch, Hazelight Studios officially announced that It Takes Two had sold over one million copies. For an indie-structured studio, this was massive news. It proved that a "co-op only" game wasn't a commercial suicide mission but a viable path to mainstream success. Josef Fares took to social media to thank the fans, reiterating that the industry needed more games that took risks with how people play together.

The Impact of Social Media and Streaming

The news of its sales success was closely tied to its dominance on platforms like Twitch and YouTube.

  • Co-op Chemistry: Streamers found that the game’s forced cooperation led to hilarious "communication breakdowns," making for perfect content.
  • The "Elephant Scene": One particular, heartbreakingly dark scene involving a toy elephant became a viral news topic, sparking debates about the game’s "emotional brutality" hidden beneath its cute exterior.
  • Global Reach: The game saw a surprising surge in the Asian markets, particularly in China, where "couch co-op" games were seeing a resurgence in popularity.

4. The GOTY Sweep: A Night to Remember at The Game Awards (Late 2021)

The most significant news milestone in the game’s first year was its performance at The Game Awards 2021. It Takes Two didn’t just participate; it dominated. The game took home the industry’s highest honor: Game of the Year. This was a historic moment, as it was the first time a strictly co-operative title had won the top prize, beating out AAA giants like Resident Evil Village and Metroid Dread.

Award Summary for 2021

  1. Game of the Year (The Game Awards)
  2. Best Family Game (The Game Awards)
  3. Best Multiplayer Game (The Game Awards)
  4. Best Original Property (BAFTA Games Awards)

The news of this sweep validated Hazelight’s vision. It signaled a shift in the industry's perception of "indie-plus" titles—games that have the polish of a major studio but the creative soul of a smaller team. Following the win, sales saw another massive spike, as players who had previously overlooked the "doll game" realized it was a technical and narrative powerhouse.

5. The Nintendo Switch Port: Technical Magic on the Go (2022)

In late 2022, news broke that It Takes Two was finally coming to the Nintendo Switch. This was a major technical news story, as many wondered how the Switch’s modest hardware would handle the game’s dense environments and split-screen requirements. Developed in collaboration with Turn Me Up Games, the port was hailed as a "technical miracle," maintaining the core experience while allowing for local wireless play.

The Switch release expanded the game’s audience to a more family-oriented demographic. News reports highlighted the "Portability Factor," noting that the game was perfect for long trips where two people could share a pair of Joy-Cons. This move ensured the game remained at the top of the "Best Switch Games" lists for years to come, further cementing its evergreen status.

6. From Controller to Cinema: The Hollywood Adaptation News (2022-2023)

One of the most surprising news cycles for It Takes Two began in early 2022 when Seven Bucks Productions (Dwayne "The Rock" Johnson's company) and Amazon Studios announced they were developing a film adaptation. The news of a It Takes Two movie sent fans into a frenzy of casting speculation. It was a clear sign that the IP had transcended gaming and become a recognized brand in broader pop culture.

Throughout 2023, news trickled out about the script, which was reportedly being handled by the writers of Sonic the Hedgehog. The move to film was seen as a logical extension of the game's cinematic presentation. Industry analysts noted that the game's structure—essentially a series of high-octane set pieces—made it a perfect candidate for a big-budget animated or hybrid film. This news kept the game in the public eye even as the studio moved on to other projects.

7. 10 Million Copies Sold: The Power of Word-of-Mouth (2023)

In early 2023, Hazelight Studios celebrated a staggering milestone: 10 million copies sold. This news put It Takes Two in the same league as some of the industry’s most storied franchises. For a game that literally cannot be played alone, reaching 10 million units means that at least 20 million people have experienced the game (thanks to the Friend's Pass and local play).

H3: Factors in Sustained Sales

The news of its continued growth was attributed to several factors:

  • The "Date Night" Staple: The game became the go-to recommendation for couples looking for a shared hobby.
  • Deep Sales and Game Pass: Frequent inclusions in Steam sales and the EA Play/Xbox Game Pass subscription services kept a steady stream of new players.
  • Cultural Longevity: The game’s themes of communication and empathy remained timeless, allowing it to bypass the "relevancy window" that plagues most annual releases.

8. The Three-Year Anniversary and Hazelight’s 10th Year (2024)

March 2024 marked the three-year anniversary of the game and the 10th anniversary of Hazelight Studios. The news during this period was a reflective look back at the studio’s impact on the industry. From Brothers: A Tale of Two Sons to It Takes Two, the narrative in the gaming press was clear: Hazelight had single-handedly kept the "couch co-op" genre alive through sheer force of will and creative genius.

H4: Commemorative Content

Hazelight released behind-the-scenes footage and developer diaries that revealed the game’s early prototypes. This news was a treat for fans, showing that many of the game’s most iconic moments—like the space-station puzzles or the "Cuckoo Clock" chase—began as simple gray-box experiments. The studio’s transparency about their development process reinforced the bond between the team and their dedicated community.

9. Speculation and Teasers: The "Salami" News (2025)

As the calendar turned to 2025, the news cycle surrounding It Takes Two began to merge with anticipation for Hazelight’s next project. Josef Fares, in typical fashion, began teasing a new game on social media with cryptic images. One viral news story involved a photo of a "Salami" script, leading fans to speculate that the next game might be even weirder than It Takes Two.

While the new project remained shrouded in mystery, the news consistently compared it to It Takes Two. The question on every journalist's mind was: "Can they do it again?" The news coverage of Hazelight’s next move was a testament to the massive shadow It Takes Two had cast. It wasn't just a successful game; it had established a "Hazelight Style" that the entire industry was now watching closely.

10. The 20 Million Milestone and the Legacy of Connection (2026)

As of March 2026, It Takes Two has reached the unbelievable milestone of 20 million copies sold. This news marks its five-year anniversary and solidifies its place as one of the best-selling cooperative games of all time. Analysts point out that the game's sales curve has been remarkably flat—meaning it continues to sell at a steady pace years after launch, a feat usually reserved for titles like Minecraft or Grand Theft Auto V.

The legacy of It Takes Two in 2026 is one of architectural change in the industry. We are seeing more "Friend's Pass" systems in other games and a renewed focus on "genre-mashing" in indie development. The game proved that if you make a product that genuinely brings people together, they will become your most loyal ambassadors. As we wait for the upcoming film and Hazelight’s next masterpiece, It Takes Two remains the gold standard for what happens when creativity is placed above corporate safe-bets.

Conclusion

The news chronicle of It Takes Two is a journey from a risky "co-op only" vision to a 20-million-copy-selling cultural phenomenon. Over the past five years, we have seen it sweep the Game of the Year awards, conquer technical hurdles on the Nintendo Switch, and even prepare for its Hollywood close-up. But beyond the sales figures and accolades, the true news story of It Takes Two is the millions of friendships and relationships it has strengthened through its requirement for communication and teamwork. It stands as a vibrant, chaotic, and deeply emotional reminder that in gaming—as in life—we are always better when we work together. As the frontier of gaming continues to expand, the legacy of Cody, May, and the Book of Love ensures that the "power of two" will never be forgotten.