⚠️ Caution: Discussion Ahead ⚠️
The following content delves into key moments from the game It Takes Two, which are more enjoyable when encountered for the first time. If you haven’t had a chance to play it yet, I highly recommend doing so, as it’s an exceptional experience!
In the game It Takes Two, you might be curious about the controversial elephant scene involving the toy elephant, Cutie. If you’ve completed the cooperative adventure, you likely experienced the moment when Cody and May inadvertently cause Cutie’s demise. Eager to understand why this scene plays out as it does? We had a chat with the game’s director, Josef Fares, for some insights.
Initially, let’s revisit the sequence of events. Following their transformation into dolls by tears from their daughter Rose, ex-spouses Cody and May come to a conclusion: they need to make Rose cry again to break the enchantment. To achieve this, they opt for an unsettling plan – destroying Rose’s cherished toy, a plush elephant named Cutie. They fight their way through a magical castle, locate the sweet-looking stuffed animal, and brutally drag her towards destruction, causing her to scream and lose parts of her body such as her leg and ear along the way. This ordeal is prolonged, disquieting, and ludicrous.
In a delightful nod to its iconic past, the adorable elephant from It Takes Two has graced the screen once more, this time making an appearance in Hazelight Studios’ sequel, Split Fiction. A subtle but unmistakable Easter egg introduces the beloved character as the mascot for a toy store early in the game. And yes, if you’re anything like me, you’ll find yourself ripping off her ear and leg pieces again, can’t help it, I’m just a big fan!
In this interview, we listen to Fares as he presents his views on the Cutie scene, reflects on the response It Takes Two received, and offers hints about the future masterpiece known as Split Fiction.
During our conversation with Fares, he shares his opinions on the controversial Cutie scene, discusses the reception of It Takes Two, and gives us a sneak peek into what would eventually become the critically-acclaimed Split Fiction.
Josef Fares: Alright, you want to talk about Cutie?
Push Square: Yes please!
Cutie, the lovely elephant. You’re from England!
Yeah, that’s right.
Yes, so then you should have a big understanding of dark humour.
Yeah, absolutely!
Essentially, it bears some resemblance to British wit, given that dark humor is quite prevalent and appreciated in Britain. However, whether this connection is evident or not might depend on your perspective; perhaps it’s worth considering if this is a relevant question.
The primary topic I wanted to discuss with you is the Cutie scene in the game. Based on my research and personal experience, it seems like there has been a significant response to this scene, as expected. During my playthrough with my girlfriend, her reaction was quite intense, with her mouth wide open as we forced the elephant to scream and kick. Given that I anticipated such a strong response online, I’m curious about your thoughts on this scene, which stands out as it offers a stark contrast to the rest of the game in terms of its tone.
Essentially, while there may be differences in tone, the gameplay at Hazelight is designed to closely mirror the storyline. This means that every action in the game, from interacting with squirrels to using a fidget spinner, is directly linked to what’s happening in the environment you’re playing in. The reason for this is that significant events in the story often require player participation, such as when you have to kill Cutie. So, although the tone may vary, these gameplay elements are an integral part of the narrative. In other words, instead of just watching a scene unfold, you’re actively playing it out.
It was somewhat anticipated that this particular scene would be a bit intense. Yet, I continue to admire it, as I believe it plays a crucial role in character development. The central concept revolves around Rose’s beloved stuffed toy, which unfortunately meets its end. This grim turn of events serves to highlight the parents’ growing self-absorption and their apparent forgetfulness about what truly matters to them – they are willing to go to such extremes as this act suggests.
In some instances, streamers become excessively enthusiastic while playing games, leading them to overlook details in the characters’ dialogue because of their loud and high-pitched reactions. Despite recognizing that they’re causing distress to a cute stuffed elephant prop, they feel compelled to continue this behavior, as they believe it’s necessary for emotional impact during gameplay. It’s unfortunate but understandable, given their commitment to creating an intense gaming experience. This reaction serves its purpose in making a strong impression on viewers.
It’s important to note that, while avoiding spoilers, scenes similar to this one can be found in games like Brothers and A Way Out. These aren’t scenes of violence, but rather moments that provoke strong emotional responses. For example, the conclusion of A Way Out often elicits reactions such as “Why couldn’t I opt out?” Yet, that’s the essence of these stories – you don’t have a choice, and it’s the same for this game. In this particular scene featuring the adorable elephant, this is an action you must take. Some players might even feel resentment towards the parents, thinking, “How could you do this?
Additionally, it’s important to note that by the story’s conclusion, Cutie underwent repairs. Although it may not have been entirely evident earlier, during the end credits, her repair is confirmed, ensuring that she received proper attention.
Even as a fan myself, I must admit, we anticipated some response, yet nothing quite like this. However, it’s this very scene that resonates with me deeply, and it’s evident that those who appreciate the dark humor truly grasp its essence. To me, it’s a stunning scene, one that stirs emotions. It seems we’ve managed to evoke a reaction from parents, which was our aim. Remember, when immersed in a game, feelings run high. People often confuse enjoyable moments with good storytelling, but they fail to recognize that even uncomfortable or negative emotions can be part of an engaging gaming experience.
As a gamer, I find it fascinating how in A Way Out, we could simulate torture with various tools, fling characters across rooms, and yet, there was barely any response. Fast-forward to a small, seemingly innocuous toy, and the reaction is enormous! I understand people’s reactions and respect their perspective that they might not be able to engage with such content. However, I firmly believe that scene was crucial for the game’s narrative.
Following the performance of that scene, I felt it was intentionally a crucial turning point. Prior to this, Cody and May had been adversarial and not seeing eye to eye regarding Cutie, but afterwards…
As the game unfolds, things take an unexpected turn. Let me explain, this has been a topic of many discussions between us. Initially, we considered having one character questioning, “Are we truly embarking on this path, is it too harsh?” while the other urged, “Let’s continue, we have no other choice.” However, this approach would have cast one as the hero and the other as the villain. Instead, it felt more authentic for them to make their decisions jointly.
It seems more black-humored and reveals the parents’ poor behavior when they seemingly take joy in their daughter’s tears. Who could be joyful upon seeing their child cry? Yet, these parents express delight. This has understandably upset some people. However, there’s a reason for this, as shown later on when things gradually improve. Additionally, it might not be obvious to everyone, or perhaps some didn’t reach the end, but the parents eventually realize that regardless of what happens, their presence is crucial. They had overlooked their daughter in the process.
Yeah. The scene definitely stuck out.
In the narrative, a particular scene may seem unusual, yet it serves a purpose. One could say the chess minigame felt out of place, or perhaps an element that stood out. However, to drive the characters’ emotional arc to such depths, to make them grieve so profoundly over their daughter’s beloved toy, they had to resort to a harsh action. Admittedly, it’s quite grim and dark humor, but it’s integral to the storyline.
The first instance of adding Cutie’s voice was truly remarkable – it was like witnessing magic. My initial reaction was something along the lines of “Oh my God!” Although I can’t help but feel a bit uncomfortable when I think about it, there’s no denying that the scene where Cody says, “We just need to… softly… eliminate you,” is unique and memorable.
Absolutely, I understood the humor in it. I found myself chuckling at its absurdity, while my partner was quite embarrassed by it.
It seems like players might feel distressed because they expect characters to perform actions, but instead, they’re the ones taking action. If this situation were portrayed in a cutscene, viewers would likely empathize, but what makes it impactful is that you, as the player, are the one actually pulling [the elephant].
Is there a reason the scene goes on for as long as it does? Is it just to emphasise the point?
In this scenario, if we were to rephrase, it could be: Instead of simply knocking her off, something more dramatic occurs – her leg detaches, followed by her ear, and she tumbles down. This isn’t just a case of removing a toy from a shelf; it involves more forceful actions. When she lands, it’s important to note that she’s still an inanimate toy, not a living being. The fact that she breaks when she falls is expected, as opposed to being pushed gently and breaking apart. This portrayal might reflect a darker side of the parents involved.
Yes, indeed, it’s a significant moment in the game. I acknowledge that some may be feeling frustrated, but I believe its significance in the overall context cannot be understated.
As the game I’ve been eagerly anticipating has finally been released, and the overwhelmingly positive feedback from gamers everywhere is making waves, I can’t help but feel a surge of excitement! It’s incredible to see so many people enjoying this creation as much as I have. The wait was worth it!
I’m deeply convinced about the work we’re doing, and right from the start, I knew what we had accomplished. Before launching it to the public, I told my team, “Whatever feedback or reviews we receive, remember that you have created something truly exceptional here. That’s crucial.” Although I always believed the game was fantastic, it was only after the reviews came in and people began playing that everyone seemed to acknowledge: “Oh, this really is a great game!” It earned its seal of approval. Hearing this made me incredibly happy, as it confirms how remarkable It Takes Two truly is.
frankly speaking, I wasn’t all that taken aback, given my unwavering faith in our projects. If you inquire about our upcoming game, let me assure you now, it’ll surpass the brilliance of It Takes Two. It’s going to be nothing short of extraordinary – I’m that confident about it, from the idea itself, the unfolding events, and the reaction it will elicit from players.
Although others may label me a genius from time to time, personally, I don’t attach much significance to it. My primary motivation is my love for creating video games. Every game has its unique hurdles, and the next one promises to be exceptional. However, this could mean long nights ahead of me…
Each game requires a piece of your creative spirit. It’s not a burden, but rather an intense involvement with projects like Brothers, A Way Out, and this one, due to their complexity. There’s a constant exploration, experimentation, and dedication to artistic vision that goes into these games. Yet, I never doubt the quality of our work. I genuinely believe that Brothers, A Way Out, and this game are excellent productions, and it seems the public agrees with me as well.
When issues arise as they often do during production, I go to great lengths to address them, yet my faith in the game’s concept remains unshaken.
Have you had to give anyone $1,000?
Haven’t started yet! Let me clarify, there must be someone who isn’t fond of the game, but it’s unthinkable everyone adores it. If anyone truly dislikes it, I made it clear: I would gladly pay them $1,000. Even those who haven’t given it top ratings, they seem to appreciate the game somehow.
It seems like you’re implying that the game maintains one’s interest due to its constant change and abundance of variety.
I find it delightful that people are responding positively to it, particularly the aspects I’ve been emphasizing, like pacing, gameplay variety, and their significance in narrative games. It’s heartening to see this appreciation because these elements were a substantial part of our work. It’s not just about creating diverse mechanics; everything needs to be polished for a smooth, responsive feel. So, managing multiple mechanics is no simple task, but it’s worth the effort when people enjoy the result.
One question I had in mind was, given all the content in this game, it takes some wild turns indeed! For instance, there’s the vacuum cleaner boss battle, which is quite bizarre. Then you enter a tree and find yourself in the midst of the squirrel-wasp war. Is there anything you chose not to include?
In essence, here’s what I’m planning for future discussions – some exciting content is on the horizon, but I prefer to wait a while before diving into it. There might even be sneak peeks involved. As far as the technical aspects are concerned, we experiment with a multitude of ideas.
For our current project – trust me, it’s going to be amazing – we’re exploring innovative concepts once more. At times, finding the right mechanic that feels just right can be challenging. You should know that prototyping a mechanic quickly isn’t an issue in Unreal; you could have one ready in about a week or two. However, if our game was filled with mechanics that didn’t feel good to play, it wouldn’t matter how many there were. The criticism would likely be that despite the multitude of mechanics, playing them is a poor experience.
When selecting each mechanic, we always consider whether we can refine it to a level where it feels enjoyable. Time for polishing is necessary in this process. I’m delighted that people appreciate the polish level of our game. I must say, I am incredibly proud of the entire team and their efforts.
“I’d like to share some thoughts on another topic that’s been a hot topic among fans. Many people praise the game for its user-friendly controls, making it enjoyable even for those who typically shy away from gaming. Interestingly, my girlfriend, who has found action games challenging in the past, managed to jump right into It Takes Two with ease. I’m curious if you could elaborate on this aspect of the game design?”
The reason this is so intriguing is that many people seem to be talking about it. To set the record straight, our camera has standard settings that can be adjusted to strong or weak, but we keep it slightly stronger than normal as a default setting. While this may provide a slight advantage, you’ll still need to manage the camera like any other action camera.
What I find fascinating is that so many non-gamers are able to play this game effectively. Frankly, I’m surprised by this because I assumed it would require extensive gaming experience. However, I believe the key factor is the user-friendly and intuitive design of games like Brothers: A Tale of Two Sons, A Way Out, and It Takes Two. These games don’t bombard you with tutorials or complicated menus when you start playing, making them accessible to newcomers. I think this is what people are referring to when they say that the game is easy to pick up even if you’re not a gamer.
To put it simply, there’s a bit of influence from Nintendo in our work. We admire their approachability and playfulness, making games that are easy to dive into. You won’t find menus for upgrades or collectibles in our games – ever. I believe this simplifies the gaming experience for casual players. However, let me clarify, I don’t mean casual mobile gaming, as there are many games in that space I don’t care for. Instead, I’m thinking of games that, while complex, remain user-friendly, much like an iPhone. Too much menu navigation can sometimes feel overwhelming, which is why you’ll never see such elements in a game from Hazelight Studios.
It seems I’m not referring to the accessibility of a game filled with microtransactions, as I enjoy playing such mobile games. Instead, what resonates with me is the design approach of Nintendo, which I admire. The games are simple to grasp yet offer deep complexity. For example, the game ‘It Takes Two’ has mechanics that can sustain an entire game, but these mechanics are surprisingly intuitive. Even someone who never played a game before could pick it up quickly and say, “I push this button, and I press that button.
In our game, we didn’t introduce any extraordinary features. Instead, the characters depend on each other, which could pose challenges for the design, as this is fundamentally a cooperative game. Unfortunately, some people seem to forget this aspect. They label it as another co-op game, but it’s not just another co-op game; it was designed to be cooperative from the ground up. In fact, many praise it as one of the best cooperative games since Portal 2, even calling it the best ever. While it is a cooperative game, it stands out uniquely in this genre because there’s no single player campaign. Consequently, our game is more exceptional than most cooperative games due to its exclusive focus on cooperation. Therefore, you can’t carry another player, as opposed to other games that are designed for solo or two-player experiences. In It Takes Two, however, you cannot do this because the game design ensures that you’re sometimes in separate areas.
Anything else you want to talk about?
I’m thrilled to see that our enthusiasm for the game is resonating with people. You can sense their passion, which is truly amazing. This game seems to have elicited the most positive responses from players, it’s astounding! It’s hard to ignore or conceal excitement when you witness or hear someone speaking so passionately about it. And I must admit, it’s quite cool to observe this. Naturally, we’re all extremely proud and joyful. It’s gratifying to receive such positive attention from players who love and play the game, and knowing that we’ve created something worthwhile makes us very proud.
I’d like to extend a heartfelt thank you to Josef for generously giving us his time for our chat, and to everyone at Hazelight Studios who helped arrange the interview. We’d love to hear your thoughts on the ‘Cutie’ scene – what did you think of it? And, as we reflect on It Takes Two, could you share some of your favorite moments from the game? Let’s discuss in the comments below!
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2025-03-11 19:09