Compare It Takes Two vs The Last of Us Part II Remastered

P1 It Takes Two
P2 The Last of Us Part II Remastered

Comparison Takeaways

It Takes Two

Where It Has the Edge

  • puzzle design is 5.0 vs 2.0. Puzzle design is praised for making both players collaborate, with tools and level setups creating satisfying shared problem...
  • innovation is 5.0 vs 3.0. Innovation is strongly praised for its original, constantly changing co-op mechanics and creative approach.
  • originality is 5.0 vs 3.5. Originality is praised through reviewers calling the game rare and among the most creative co-op experiences they have...
  • family friendliness is 3.0 vs 1.5. Family friendliness is limited by language and teen-rated content despite the otherwise loved cooperative experience.

The Last of Us Part II Remastered

Where It Has the Edge

  • character development is 5.0 vs 2.0. Character development was praised for its heavy character work and risky perspective structure.
  • protagonist appeal is 4.0 vs 2.6. Protagonist appeal was mixed: Ellie was praised as carrying the sequel by some, while one reviewer found her...
  • difficulty balance is 4.1 vs 3.2. Difficulty was usually viewed positively as tense and intentional, with challenge options and survival pressure fitting the game’s...
  • narrative quality is 4.3 vs 3.4. Narrative quality remained divisive but mostly positive, with many reviewers calling it profound or masterful while others criticized...
Average score
Product 1: It Takes Two
4.4
Product 2: The Last of Us Part...
4.2
accessibility options
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.9

Accessibility options were strongly praised, with reviewers calling the expanded descriptive audio, speech-to-vibration, and broader tools meaningful additions.

age appropriateness
Product 1: It Takes Two
3.0

Age appropriateness is mixed-to-cautious: reviewers note mature themes, marriage metaphors, and challenge that may not fit younger children.

Product 2: The Last of Us Part...
3.0

Age appropriateness was limited by the game’s mature themes, violence, and emotional weight, with one reviewer saying younger players may not appreciate it.

AI behavior
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.3

AI behavior was praised in combat-focused reviews for swarming, faction pressure, and strong arena behavior.

aiming precision
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.5

Aiming precision received specific praise on PC, where mouse input gave reviewers strong control for headshots.

animation quality
Product 1: It Takes Two
5.0

Animation is praised for Pixar-like presentation, squash-and-stretch style, and strong mocap-style character work.

Product 2: The Last of Us Part...
No score yet
art direction
Product 1: It Takes Two
4.8

Art direction is widely praised as remarkable, gorgeous, imaginative, and strong enough to survive Switch visual compromises.

Product 2: The Last of Us Part...
4.0

Art direction was praised as visually striking, though one review also noted the remaster could look too dark in places.

atmosphere
Product 1: It Takes Two
5.0

Atmosphere is praised for wonder, warmth, and imaginative environmental mood.

Product 2: The Last of Us Part...
5.0

Atmosphere was praised as masterful, especially for its oppressive tension and survival-horror mood.

boss design
Product 1: It Takes Two
4.7

Bosses are praised as fun, challenging, cinematic, and sometimes wonderful, with checkpoints supporting the tougher encounters.

Product 2: The Last of Us Part...
5.0

Boss design stood out in one PC review, which highlighted major fights as some of Naughty Dog’s best.

bug frequency
Product 1: It Takes Two
4.0

Bug frequency appears low in the evidence, with one review reporting only minor graphical bugs plus one checkpoint-reset issue.

Product 2: The Last of Us Part...
3.3

Bug frequency was mixed: some PC reviewers reported minor UI or texture glitches, while others found the port clean.

camera behavior
Product 1: It Takes Two
4.5

Camera behavior receives a positive note for keeping up with fast, dynamic action.

Product 2: The Last of Us Part...
No score yet
character development
Product 1: It Takes Two
2.0

Character development draws criticism from two reviews that felt May and Cody's marital issues were not explored deeply enough.

Product 2: The Last of Us Part...
5.0

Character development was praised for its heavy character work and risky perspective structure.

character roster
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.7

The character roster in No Return was praised for bringing secondary characters forward with different loadouts, traits, and playstyles.

checkpoint system
Product 1: It Takes Two
5.0

Checkpointing is praised as extremely generous or instant, making experimentation and deaths less punishing.

Product 2: The Last of Us Part...
No score yet
co-op experience
Product 1: It Takes Two
5.0

Co-op experience is the clearest strength, with every review praising how essential, joyful, collaborative, or unusually strong the cooperative play feels.

Product 2: The Last of Us Part...
No score yet
combat system
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.6

Combat was one of the strongest areas overall, with reviewers praising its brutal feel, polish, resource pressure, and ability to shine in No Return despite a few dissenting takes.

competitive balance
Product 1: It Takes Two
4.0

Competitive balance is mixed: core roles are praised as equal, but some minigames or character roles are described as one-sided.

Product 2: The Last of Us Part...
No score yet
content variety
Product 1: It Takes Two
5.0

Content variety is one of the strongest consensus points, with reviewers praising constant new mechanics, tools, genres, settings, and minigames.

Product 2: The Last of Us Part...
4.3

Content variety was broadly praised, especially No Return, Lost Levels, commentary, guitar free play, skins, speedrun tools, and modifiers, though some extras were called short or uneven.

controls responsiveness
Product 1: It Takes Two
4.8

Controls are widely praised as responsive, tight, natural, and accessible, with only the Switch Joy-Con feel drawing a mild caveat.

Product 2: The Last of Us Part...
4.6

Controls were usually described as smooth, responsive, and solid, with PC mouse-and-keyboard support adding precision for some players.

core gameplay loop
Product 1: It Takes Two
5.0

The core loop is described as a well-crafted platforming foundation that supports the game's cooperative variety.

Product 2: The Last of Us Part...
5.0

The No Return loop was praised as a high-stakes, rewarding way to experience the game’s encounters repeatedly.

couch co-op quality
Product 1: It Takes Two
5.0

Couch co-op is repeatedly praised as a natural or superior way to experience the game.

Product 2: The Last of Us Part...
No score yet
crafting system
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.5

Crafting was praised as part of the game’s excellent survival-combat foundation.

dialogue quality
Product 1: It Takes Two
2.4

Dialogue quality is mixed, with some humorous or realistic dialogue but repeated criticism of Dr. Hakim as cringy or uncomfortable.

Product 2: The Last of Us Part...
No score yet
difficulty balance
Product 1: It Takes Two
3.2

Difficulty is mixed: several reviewers found it forgiving or not very challenging, while others noted frustration or a gradual, approachable curve.

Product 2: The Last of Us Part...
4.1

Difficulty was usually viewed positively as tense and intentional, with challenge options and survival pressure fitting the game’s design.

economy and resource balance
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
5.0

Resource balance was praised for keeping ammo and materials scarce enough to make survival tense.

emotional impact
Product 1: It Takes Two
4.6

The emotional impact is often strong, especially around relationship reflection, ending moments, and co-op connection, though divorce sensitivity is a caveat.

Product 2: The Last of Us Part...
5.0

Emotional impact was extremely strong, with reviewers repeatedly describing the story as gutting, heartbreaking, or emotionally shattering.

enemy variety
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
3.5

Enemy variety was mixed: No Return adds faction variety and AI pressure, but one reviewer criticized the limited number of new enemies.

environmental detail
Product 1: It Takes Two
5.0

Environmental detail is praised in both character materials and intricate level spaces.

Product 2: The Last of Us Part...
4.9

Environmental detail drew strong praise for scenery, foliage, world texture, and dense visual craftsmanship.

exploration quality
Product 1: It Takes Two
5.0

Exploration is praised where reviewers emphasize that playful, interactive spaces reward looking around and traversing levels.

Product 2: The Last of Us Part...
4.2

Exploration was generally valued for scavenging, optional environmental stories, and player choice, though one reviewer found it sometimes too guided.

facial animations
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
5.0

Facial animation was praised as industry-leading and central to the emotional performances.

family friendliness
Product 1: It Takes Two
3.0

Family friendliness is limited by language and teen-rated content despite the otherwise loved cooperative experience.

Product 2: The Last of Us Part...
1.5

Family friendliness scored low because one reviewer explicitly described the game as gritty, intense, and extremely violent.

frame rate stability
Product 1: It Takes Two
5.0

Frame rate stability is praised across PC/console/Switch coverage, with reviewers noting steady or smooth performance.

Product 2: The Last of Us Part...
4.4

Frame rate stability was mostly praised, especially in performance mode, with some caveats around 30fps fidelity mode and certain PC scenes.

fun factor
Product 1: It Takes Two
4.9

Fun factor is exceptionally strong, with most reviewers calling it joyful, blast-like, highly enjoyable, or one of their most fun recent games.

Product 2: The Last of Us Part...
4.4

Fun factor was strongest in No Return and combat-focused extras, though the main story’s grim tone made it less relaxing for some reviewers.

gameplay mechanics
Product 1: It Takes Two
4.9

Reviewers overwhelmingly praise the mechanics as simple to grasp yet constantly inventive, with several genres and toolsets executed well.

Product 2: The Last of Us Part...
3.5

Gameplay mechanics drew mixed responses: several reviewers liked the remastered combat tools, but one felt the core stealth-loot-shoot loop had aged poorly.

graphics quality
Product 1: It Takes Two
4.2

Graphics are praised on stronger hardware but notably compromised on Switch, where reviewers describe rough visuals and graphical tradeoffs.

Product 2: The Last of Us Part...
4.4

Graphics were widely praised as excellent or stunning, but reviewers often stressed that the jump over the PS4/PS5-patched version is modest.

handheld play suitability
Product 1: It Takes Two
4.0

Handheld suitability is positive overall, with similar handheld and docked performance, though controller and visual compromises remain.

Product 2: The Last of Us Part...
4.5

Handheld suitability was praised in one PC review because the Steam Deck version ran well enough to deserve verification.

haptic feedback integration
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.7

Haptic feedback integration was strongly praised for bows, weapons, bandaging, traversal, and added immersion, though one reviewer found extended use tiring.

horror tension
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.8

Horror tension was praised for causing anxiety, dread, and memorable scare sequences.

immersion
Product 1: It Takes Two
5.0

Immersion is praised through absorbing environments and gameplay that reinforces the couple/co-op premise.

Product 2: The Last of Us Part...
No score yet
innovation
Product 1: It Takes Two
5.0

Innovation is strongly praised for its original, constantly changing co-op mechanics and creative approach.

Product 2: The Last of Us Part...
3.0

Innovation was limited in one review, which found No Return fun but not especially unique as a mode.

learning curve
Product 1: It Takes Two
4.7

The learning curve is viewed positively, especially for non-gamers, with gradual skill development and inclusive design.

Product 2: The Last of Us Part...
No score yet
level design
Product 1: It Takes Two
4.9

Level design is consistently praised as creative, intricate, masterfully mapped out, and varied across imaginative environments.

Product 2: The Last of Us Part...
5.0

Level design received strong praise from one reviewer for making linear spaces feel flexible and meaningful.

load times
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.8

Load times were consistently praised as much faster and a clear quality-of-life upgrade.

map and navigation design
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
2.5

Map and navigation design drew one notable complaint about unclear progression paths in naturalistic environments.

mission variety
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.3

Mission variety in No Return was praised for randomized objectives and encounter types, with some caveats about uneven encounters.

monetization fairness
Product 1: It Takes Two
5.0

Monetization fairness is praised because Friend Pass/pro-consumer ownership rules let two people play without both buying full copies.

Product 2: The Last of Us Part...
No score yet
movement feel
Product 1: It Takes Two
5.0

Movement is repeatedly described as freeing, smooth, delightful, and enjoyable across jumping, dashing, and traversal.

Product 2: The Last of Us Part...
No score yet
multiplayer design
Product 1: It Takes Two
5.0

Multiplayer design is praised as fully built around two players, with local, online, and cooperative structure central to the experience.

Product 2: The Last of Us Part...
No score yet
narrative quality
Product 1: It Takes Two
3.4

Narrative quality is divisive: some reviewers found the relationship story moving or healthy, while others called it shallow, predictable, or poorly told.

Product 2: The Last of Us Part...
4.3

Narrative quality remained divisive but mostly positive, with many reviewers calling it profound or masterful while others criticized its structure, bleakness, and execution.

onboarding experience
Product 1: It Takes Two
4.8

The onboarding is praised for welcoming new or non-gamer partners without heavy-handed teaching.

Product 2: The Last of Us Part...
No score yet
online stability
Product 1: It Takes Two
3.8

Online stability is mostly positive but not perfect, with rare rubberbanding or server drops not erasing much progress.

Product 2: The Last of Us Part...
No score yet
open-world design
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.0

The limited semi-open Seattle section stood out positively to one reviewer, who wished more of the game pursued that feeling.

originality
Product 1: It Takes Two
5.0

Originality is praised through reviewers calling the game rare and among the most creative co-op experiences they have played.

Product 2: The Last of Us Part...
3.5

Originality was mixed, with one review finding No Return strange and unusual but artistically awkward.

pacing
Product 1: It Takes Two
4.4

Pacing is mostly praised as breakneck, fantastic, and expertly paced, though one reviewer felt the game overstayed its welcome and another noted one section ran long.

Product 2: The Last of Us Part...
2.9

Pacing was the most consistent structural complaint, with multiple reviewers saying the campaign felt long, bloated, or uneven despite strong moments.

performance optimization
Product 1: It Takes Two
4.0

Performance optimization is mostly positive in the cited review, with only occasional frame-rate dips in heavier scenes.

Product 2: The Last of Us Part...
4.4

Performance optimization was generally strong on PS5 and many PC setups, though one PC review reported stutter and texture issues.

platform-specific feature support
Product 1: It Takes Two
4.3

Platform-specific support on Switch is praised for multiple play options, though practical compromises remain.

Product 2: The Last of Us Part...
5.0

Platform-specific support was praised for PS5-native upgrades such as load times, DualSense features, and 3D audio.

platforming precision
Product 1: It Takes Two
5.0

Platforming precision receives strong praise, with reviewers calling it responsive, precise, and effortless.

Product 2: The Last of Us Part...
No score yet
polish
Product 1: It Takes Two
5.0

Polish is praised through comments about thoughtful production, virtual glitch-free execution, and masterful construction.

Product 2: The Last of Us Part...
4.4

Polish was a consistent strength, with reviewers describing the package, presentation, and bonus modes as well-crafted.

progression system
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.5

Progression in No Return was praised for unlocks, challenges, and longer-term rewards that kept runs moving.

protagonist appeal
Product 1: It Takes Two
2.6

Protagonist appeal is polarized: some reviewers found Cody and May real or excellent, while others found them irritating, bitter, or unlikeable.

Product 2: The Last of Us Part...
4.0

Protagonist appeal was mixed: Ellie was praised as carrying the sequel by some, while one reviewer found her harder to relate to.

puzzle design
Product 1: It Takes Two
5.0

Puzzle design is praised for making both players collaborate, with tools and level setups creating satisfying shared problem solving.

Product 2: The Last of Us Part...
2.0

Puzzle design was a weak point in one review, which complained that environmental puzzles were too few and underdeveloped.

remake/remaster quality
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.5

Remaster quality was generally praised as a definitive or worthwhile edition, though the visual upgrade was often called modest and content-focused.

replay value
Product 1: It Takes Two
3.9

Replay value is generally positive due to swapped characters and replayable minigames, though one reviewer personally had no desire to replay.

Product 2: The Last of Us Part...
4.4

Replay value was one of the strongest remaster arguments, driven mainly by No Return, daily/custom runs, unlocks, and added extras.

sandbox freedom
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.0

No Return’s sandbox-like setup was praised as a fun way to experiment outside the campaign’s narrative constraints.

server reliability
Product 1: It Takes Two
3.5

Server reliability is mixed in the Switch evidence because online play was mostly solid but had a couple of server drops.

Product 2: The Last of Us Part...
No score yet
side character depth
Product 1: It Takes Two
4.5

Side characters are generally praised for providing laughs and inventive background flavor.

Product 2: The Last of Us Part...
No score yet
skill tree depth
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
3.5

Skill systems were split: one reviewer liked the upgrade satisfaction, while another felt No Return upgrades did not meaningfully change play enough.

sound design
Product 1: It Takes Two
5.0

Sound design is repeatedly praised as outstanding, top-notch, rich, whimsical, and technically impressive.

Product 2: The Last of Us Part...
4.8

Sound design was praised for 3D audio, directionality, anxiety, and stealth-tension cues.

soundtrack quality
Product 1: It Takes Two
4.7

The soundtrack is usually praised as fitting, cinematic, and emotionally effective, though one reviewer found some music generic.

Product 2: The Last of Us Part...
5.0

The soundtrack was praised as atmospheric and emotionally effective.

split-screen quality
Product 1: It Takes Two
4.5

Split-screen quality is praised for companionship and smooth two-window play, especially despite Switch limitations.

Product 2: The Last of Us Part...
No score yet
stealth mechanics
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
4.7

Stealth mechanics were widely praised as tense, flexible, and improved, especially when No Return encouraged new approaches.

user interface design
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
2.5

User interface design had one PC-specific criticism, where mouse-related UI elements could hurt frame rate.

value for money
Product 1: It Takes Two
4.9

Value for money is praised due to long runtime, Friend Pass, replay value, sale pricing, and perceived worth.

Product 2: The Last of Us Part...
4.3

Value for money was strongly positive for the $10 upgrade, with more mixed views for first-time or double-dip buyers at full price.

visual effects quality
Product 1: It Takes Two
No score yet
Product 2: The Last of Us Part...
3.5

Visual effects were mostly strong, but one PC review noted distracting upscaling artifacts around transparencies.

voice acting
Product 1: It Takes Two
4.8

Voice acting is strongly praised across reviews as fantastic, phenomenal, well acted, and top-tier.

Product 2: The Last of Us Part...
5.0

Voice acting earned unanimous praise from scored reviews, especially for the main cast’s performances.

world-building
Product 1: It Takes Two
5.0

World-building is praised for imagination and character shining through the whole adventure.

Product 2: The Last of Us Part...
4.8

World-building was praised for Seattle’s detail, environmental storytelling, and the way the sequel frames grief and factions.

world interactivity
Product 1: It Takes Two
4.9

Interactive spaces are a major strength, with reviewers praising playful objects, rewarded curiosity, and dense environmental interactions.

Product 2: The Last of Us Part...
No score yet
writing quality
Product 1: It Takes Two
3.4

Writing quality is split between praise for snappy, excellent writing and criticism that the tone is uneven or disappointing beside the gameplay.

Product 2: The Last of Us Part...
4.1

Writing quality was polarized: several reviewers praised the ambitious, intentional storytelling, while one criticized the script as unsubtle.