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Now reading: Chapter 153: Sales Explosion from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

There were all kinds of comnts—so about the level design, so about the story, and so were just s 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 monts that made so 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 dia outlets started coming out.

A lot of ga 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 ga journalists still rember how awkward it was when they reviewed Dark Souls back then.

That's because Nebula Gas never provided special review copies to the dia for early access. They had to play the ga at the sa ti as everyone else and then write the reviews.

But for ga dia, playing isn't the sa as for regular players.

Players can just enjoy the ga, but the dia 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 ca out, it was like the darkest ti for dostic ga dia.

The insane difficulty, the fragnted 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, so big dia outlets still hadn't published their reviews.

And by the ti they finally beat the ga and understood all the depth, the situation got even more awkward—because by then, the ga's reputation had already shifted from mixed reviews to overwhelmingly positive.

For players, they already understood what kind of ga Dark Souls was.

Reviews mainly serve players who don't know much about the ga, giving them so 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 ga using review scores, most casual players only look at ratings to decide whether to buy a ga or not.

So Dark Souls left a deep impression on ga dia back then.

But now it's different!

This ti, even though the dia didn't get an early review copy for It Takes Two either…

The reviews weren't published on launch day.

But at least they ca out while the ga was still at peak popularity. And because of the co-op requirent, a lot of players had been on the fence before buying.

So these reviews ca at just the right ti!

They really nailed the hype this ti!

Among dostic dia, the lowest score was 9 out of 10.

GaSpace, which had interviewed Lucas before, even gave it a perfect 10.

Here's what GaSpace said in their review:

"Without a doubt, It Takes Two is the best co-op ga in recent years, no question about it! From the mont 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 ga keeps switching up its gaplay and settings. One mont 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 chanics that could easily carry an entire ga elsewhere are sotis 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 ga design! It's stunning, fast-paced, packed with ideas, and every step pays off with fun and originality."

"And when it cos to the story, It Takes Two also shines. It perfectly blends gaplay with narrative."

"The story explores tiless 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 ga, these questions are explored through three thes: 'When life gets busy, will couples still make ti for each other?' 'What keeps them together beyond love?' and 'If life kills our passion, what aning does it still hold?'"

Through the levels and story in the ga, players also got answers to those three questions, and in the end, the ga's the 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 the was wrapped in a clever setting, using the adventure of tiny fantasy characters to look at the world from a different angle.

As major dia reviews ca 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 ga—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 ga and can invite another to join.

But even so, the ga still sold this much, which was way beyond Lucas' expectations.

Lucas went over the launch situation of It Takes Two and ca up with a rough summary.

The sales boom mainly ca from three factors.

The first factor is the solid quality of the ga itself.

The second factor is the lack of this type of ga. For many players, co-op gas are nothing new, but a co-op ga as rich and big as It Takes Two was the very first of its kind.

The third factor is the ga drought. After the New Year, companies did release so titles, but none of them were strong hits.

Gas 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 gas.

(End of The Chapter)

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