How Co-Op Changes the Game: A Conversation With It Takes Two‘s Josef Fares
In the last few years, Hazelight Studios has rapidly made a name for itself by creating a pair of games with a unique twist: mandatory co-op. A Way Out and It Takes Two are narrative-oriented experiences that can only be played with a companion, each using this format to explore the relationships between their two protagonists. While co-op has been a mainstay for almost as long as the medium has existed, Hazelight’s games are relatively unique because their stories and mechanics are designed knowing someone else will always share your screen. In the case of A Way Out, this manifests in constant tensions with your frenemy prison escape partner, while It Takes Two foregrounds a couple trying to reconcile their failing marriage through a series of fantastical challenges orchestrated by a malicious love guru.
Coming off the success of Brothers: A Tale of Two Sons, an indie outing that used mechanics to double down on its crushing ending, creative director Josef Fares and several key figures from its development left Starbreeze Studios to found Hazelight. While Fares was initially best known for his headline-grabbing anti-Oscar speech at the 2017 Game Awards, his teams’ subsequent successes have quickly earned him a reputation for heading one of the more promising studios in the industry. In light of It Takes Two coming to the Nintendo Switch this Friday, I got a chance to talk with Fares and Scott Cromie, a producer for the team handling the port, about why Hazelight is interested in co-op only games, the porting business, and the medium in general.
Note: This interview has been edited for length and clarity.
Paste Magazine: Scott, I understand you folks at Turn Me Up Games are working with Hazelight Studios to bring It Takes Two to the Nintendo Switch. Turn Me Up Games has worked on several Switch ports at this point, but considering some of the technical limitations with the system compared to other modern platforms, was porting It Takes Two a difficult task?
Scott Cromie: I think anytime we port a product to hardware that’s seven years old, it’s definitely not easy. At the same point, as you mentioned with our past experience, that’s what we leverage to make sure that we’re doing the project justice. Having worked on the Switch for five years, we were able to apply everything that we’ve learned up to now on It Takes Two, and we’re all really happy with the result. And I think players will be too.
Paste Magazine: When it comes to porting a game to the Switch or any other console, what are your main goals and priorities, technical or otherwise?
Scott Cromie: Meeting player expectations. Especially with a game of the year winner like It Takes Two, player expectations are really high. And there’s been a lot of ports to Switch from other developers throughout the industry, and some of those are received really well, some of them aren’t. And, you know, the fans are relying on us to deliver something that’s going to meet and hopefully exceed expectations. There’s a lot of pressure there, especially because there are people that have real love and affection for games like It Takes Two, and we want to make sure that we’re rising to the occasion.
Paste Magazine: I imagine when porting a game made by a different studio, your developers spent a lot of time working with a codebase written by someone else. What are some of the difficulties that come with this? And what was the process of collaboration like with you and Hazelight?
Scott Cromie: Yeah, that’s a great question. So diving into another developer’s codebase can be tricky, which is part of our evaluation process of what projects we want to get into because some codebases are better organized than others. I can say that jumping into the It Takes Two codebase, the project was really well organized. A lot of the code was documented according to what you’d hope for when getting a project, but there’s always stuff that’s different. Specifically, there’s back-end implementations in It Takes Two we knew we were going to need to write custom solutions for, and thankfully, the guys at Hazelight were extremely helpful in helping us navigate through anything that might have been proprietary on their end.
Paste Magazine: What are the biggest lessons Turn Me Up Games has taken from porting games over the last decade, both for the Switch and more broadly?
Scott Cromie: I would say it’s exposure. Our team is not as big as Hazelight or some of the other developers we’ve done ports for. We definitely haven’t been around as long, so exposure to their codebase is so invaluable for our team to see what a game of the year looks like, what a AAA game looks like, how these projects are organized, and what the tools are used to optimize certain aspects of the game. Exposure to stuff like that uplifts our team and really elevates them so much.
-
What Is Call of Duty Scared Of? By Moises Taveras October 21, 2025 | 2:43pm
-
The Strength of Super Metroid's Soundtrack Is in Its Silences By Maddy Myers October 21, 2025 | 1:30pm
-
Reunion Is A Great Post-Car Crash Game By Wallace Truesdale October 20, 2025 | 12:00pm
-
How Games Turn Us into Nature Photographers By Farouk Kannout October 20, 2025 | 11:00am
-
Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology By Elijah Gonzalez October 17, 2025 | 2:00pm
-
Super Mario Galaxy 1+2 Is A New Template For HD Remasters By Madeline Blondeau October 17, 2025 | 12:00pm
-
Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually By Grace Benfell October 17, 2025 | 10:45am
-
Taylor Swift’s The Life of a Showgirl Songs as Video Games By Willa Rowe October 16, 2025 | 2:47pm
-
Whether 8-Bit, 16-Bit, or Battle Royale, It's Always Super Mario Bros. By Marc Normandin October 15, 2025 | 3:15pm
-
Lumines Arise's Hypnotic Block Dropping Is So Good That It Transcends Genre By Elijah Gonzalez October 15, 2025 | 1:00pm
-
I’ve Turned on Battlefield 6’s Senseless Destruction By Moises Taveras October 14, 2025 | 3:30pm
-
Ghost of Yotei Reminded Me of the Magic of the PS5 DualSense Controller By Maddy Myers October 14, 2025 | 12:15pm
-
Steam’s Wishlist Function Is Missing One Crucial Feature By Toussaint Egan October 13, 2025 | 3:30pm
-
The Future of Kid-Friendly Online Spaces By Bee Wertheimer October 13, 2025 | 2:30pm
-
In the End, Hades II Played Us All By Diego Nicolás Argüello October 10, 2025 | 2:00pm
-
Hades II's Ill-Defined, Unserious World Undermines the Depth and Power of Mythology By Grace Benfell October 9, 2025 | 1:00pm
-
2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans By Elijah Gonzalez October 8, 2025 | 3:00pm
-
Nintendo's Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. By Marc Normandin October 8, 2025 | 1:00pm
-
Don’t Stop, Girlypop! Channels Old School Shooter Fun Alongside Y2K ‘Tude By Elijah Gonzalez October 8, 2025 | 9:14am
-
Ghost of Yōtei and Assassin's Creed Shadows Have Refreshingly Different Heroines By Maddy Myers October 7, 2025 | 12:15pm
-
Yakuza Kiwami 3 and the Case Against Game Remakes By Moises Taveras October 7, 2025 | 11:00am
-
and Roger and Little Nightmares Understand Feeling Small Is More Than Just Being Small By Wallace Truesdale October 6, 2025 | 1:00pm
-
Daimon Blades Is A First Person Slasher Drenched In Blood And Cryptic Mysticism By Elijah Gonzalez October 6, 2025 | 12:00pm
-
The Erotic and Grotesque Roots of Silent Hill f By Madeline Blondeau October 3, 2025 | 3:10pm
-
Time and the Rush of the Tokyo Game Show By Diego Nicolás Argüello October 3, 2025 | 1:49pm
-
Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload By Elijah Gonzalez October 3, 2025 | 10:30am
-
Is It Accurate to Call Silent Hill f a "Soulslike"? By Grace Benfell October 2, 2025 | 2:45pm
-
Fire Emblem Shadows and Finding the Fun in “Bad” Games By Elijah Gonzalez October 2, 2025 | 1:22pm
-
30 Years Ago the Genesis Hit the Road with the Sega Nomad By Marc Normandin October 1, 2025 | 1:44pm
-
Blippo+ Stands Against the Enshittification of TV By Moises Taveras September 30, 2025 | 12:00pm
-
Our Love-Hate Relationship with Silksong's Compass By Maddy Myers September 30, 2025 | 10:15am
-
This Week Was Maps Week By Garrett Martin September 29, 2025 | 5:15pm
-
Unlearning Productivity with Baby Steps By Bee Wertheimer September 29, 2025 | 1:30pm
-
Ananta Wants to Be Marvel’s Spider-Man, And Just About Any Other Game Too By Diego Nicolás Argüello September 29, 2025 | 11:30am
-
We Haven’t Properly Mourned the Death of RPG Overworlds By Elijah Gonzalez September 26, 2025 | 3:45pm
-
No Map, No Problem - Hell Is Us Trusts Players To Discover Its Wartorn World By Madeline Blondeau September 26, 2025 | 1:15pm
-
Keep Driving Understands That Maps Can Be More Than Functional Accessories By Wallace Truesdale September 26, 2025 | 10:50am
-
Games Criticism Isn't Dead, But That Doesn't Mean It Can't Get Worse By Grace Benfell September 25, 2025 | 12:30pm
-
Upcoming Mobile Game Monster Hunter Outlanders Looks Suprisingly Faithful, but Its Biggest Test Is Yet To Come By Elijah Gonzalez September 24, 2025 | 10:30pm
-
30 Years Later, Command & Conquer's Excellent Level Design Still Sets It Apart By Marc Normandin September 24, 2025 | 3:00pm