Compare It Takes Two vs Beyond the Dark: Nightwatch

It Takes Two

It Takes Two

Overall score 4.4 / 5

Based on 21 scored reviews

vs
Beyond the Dark: Nightwatch

Beyond the Dark: Nightwatch

Overall score 3.5 / 5

Based on 6 scored reviews

How we score

Scorata scores summarize analyzed review evidence on a 1–5 scale; they are not laboratory measurements or a simple average of customer star ratings. Feature scores summarize the reviews covering that feature. The overall score averages feature scores within each review, then combines review averages. When both expert and customer evidence are available, those two groups receive equal weight. Products can have different review coverage, so small score gaps do not establish a winner.

Recommendations prioritize important features for the category, with a score of at least 3.5, a gap of at least 0.25 points and at least two supporting reviews per product. Features with widely varying scores or broad connectivity contexts are excluded from recommendations. These safeguards do not establish statistical significance.

Quick verdict

What each product is best for

The available evidence supports the recommendation below, but does not establish an overall winner. Check the remaining features against your priorities.

Choose It Takes Two for learning curve and couch co-op quality.

There is not enough comparable review evidence to recommend Beyond the Dark: Nightwatch over the other product.

Why these recommendations?

It Takes Two

Where It Has the Edge

  • learning curve is 5.0 vs 2.0. Simple starting controls introduce players gradually to more involved maneuvers, allowing less experienced partners to improve as they...
  • couch co-op quality is 4.8 vs 2.3. Playing side by side makes coordinating jumps, reacting to surprises, and laughing together especially rewarding. Less patient pairs...
  • gameplay mechanics is 4.8 vs 3.7. New paired abilities arrive throughout the adventure, spanning platforming, shooting, racing, and surprising genre changes. The execution earns...

Beyond the Dark: Nightwatch

Where It Has the Edge

No clear scored advantage over the other product.

It Takes Two 4.4 overall score
Beyond the Dark: Nightwatch 3.5 overall score

Compare features

Scores are out of 5. Missing scores mean missing review evidence, not a missing feature.

Scored on both products

Other features

Checkpoint system
It Takes Two
5.0

Instant or rapid respawns and generous checkpoints keep failure from destroying momentum. Even tougher boss fights usually preserve enough progress to encourage experimentation.

Beyond the Dark: Nightwatch
1.5

The lack of more forgiving checkpoints makes setbacks harder to absorb. Repeating familiar sections after reaching somewhere new is particularly discouraging.

Tutorial quality
It Takes Two
5.0

New players can pick up more demanding traversal skills naturally as the game introduces abilities and opportunities to practice them.

Beyond the Dark: Nightwatch
1.5

The available handbook offers little practical help when pursuit can begin before there is time to read it. Learning under immediate threat is a major obstacle.

Onboarding experience
It Takes Two
5.0

On-screen prompts and intuitive controls ease players into the game’s ever-changing gadgets without lengthy mechanical explanations.

Beyond the Dark: Nightwatch
1.7

Little guidance and early lethal pressure make the opening hard to settle into. One completed playthrough describes the first two hours as particularly painful.

Learning curve
It Takes Two
5.0

Simple starting controls introduce players gradually to more involved maneuvers, allowing less experienced partners to improve as they progress.

Beyond the Dark: Nightwatch
2.0

The opening demands patience with unfamiliar rules and limited breathing room. Understanding eventually brings rewards for some, while others find the initial confusion too discouraging.

Pacing
It Takes Two
4.6

Most praise the alternation of fast action, cooperative puzzles, and calmer exploration. A minority feel that repeated story interruptions and the lengthier back half slow the momentum.

Beyond the Dark: Nightwatch
1.7

Long creature patrols and hiding periods interrupt investigation. Repeated attempts magnify those waits, and the final section can feel abrupt.

Couch co-op quality
It Takes Two
4.8

Playing side by side makes coordinating jumps, reacting to surprises, and laughing together especially rewarding. Less patient pairs may find waiting for one another stressful.

Beyond the Dark: Nightwatch
2.3

Separate systems add friction to local play, and watching the same TV can weaken the intended information gap. Keeping the viewpoints apart helps preserve the Overseer’s uncertainty.

Frame rate stability
It Takes Two
4.8

Performance is generally fluid across the versions discussed, including the Switch’s handheld presentation. Minor dips or occasional visual compromises appear in especially busy scenes.

Beyond the Dark: Nightwatch
2.5

The Overseer mode shows occasional frame-rate hiccups in one account. They affect a display central to the partnership.

Core gameplay loop
It Takes Two
5.0

A polished platforming foundation keeps the experience engaging through the constant rotation of gadgets and cooperative obstacles.

Beyond the Dark: Nightwatch
2.9

Repeated runs can become satisfying as the house and its systems start to make sense. Before that point, long hiding periods and familiar tasks may feel like a slog.

Bug frequency
It Takes Two
4.0

Most describe a well-polished experience with very few technical problems. Isolated graphical glitches, a stuck character, and occasional desynchronization have been reported.

Beyond the Dark: Nightwatch
2.0

A test build produced two disruptive bugs, including a trapped creature. Launch fixes were promised to that reviewer, but that account does not establish their later effectiveness.

Exploration quality
It Takes Two
5.0

Venturing off the direct path reveals interactive toys, hidden challenges, and small environmental jokes. Wandering around is rewarding even in this linear adventure.

Beyond the Dark: Nightwatch
3.0

Learning rooms, routes, and secrets can be deeply rewarding. Unclear objectives and frequent pursuit can also leave exploration aimless or repeatedly interrupted.

Difficulty balance
It Takes Two
3.3

Forgiving lives, frequent checkpoints, and a gradual ramp keep most of the adventure accessible. Challenge-focused players find much of it too easy, while less confident partners can still struggle with timed jumps.

Beyond the Dark: Nightwatch
1.7

The threat meter and aggressive creature can punish small mistakes before players understand the rules. Apparent randomness compounds the sense of unfairness.

Online stability
It Takes Two
3.5

Online cooperation is generally playable, though occasional rubberbanding, desynchronization, or drops crop up in Switch accounts.

Beyond the Dark: Nightwatch
2.0

A test-build crash affecting the remote partner ended the whole attempt and lost progress. The reviewer reports promised launch fixes rather than a verified retest.

Overall quality
It Takes Two
5.0

The game earns emphatic recommendations for its design, creativity, and shared enjoyment, even from those who would not replay it themselves.

Beyond the Dark: Nightwatch
3.7

A memorable cooperative idea divides opinion on execution. Enthusiastic accounts value discovery and shared mastery, while critical ones find the punishment and repetition overpower the concept.

Co-op experience
It Takes Two
4.9

Two players depend on each other to get through inventive puzzles, set pieces, and boss encounters. Nearly everyone loves the partnership-driven design, though one player found the constant obligation to keep up exhausting.

Beyond the Dark: Nightwatch
3.7

At its best, the partnership produces memorable discoveries and frantic collaboration. Constant pursuit and repeated restarts can instead turn that teamwork into frustration.

Gameplay mechanics
It Takes Two
4.8

New paired abilities arrive throughout the adventure, spanning platforming, shooting, racing, and surprising genre changes. The execution earns exceptional praise, with an occasional scripted section that feels too automatic.

Beyond the Dark: Nightwatch
3.7

Asymmetric information is an appealing foundation for shared investigation. The promise is clearer than the consistency of the finished mechanics.

Content variety
It Takes Two
5.0

The game rarely repeats a trick: household locations introduce fresh powers, challenges, diversions, and even brief genre swaps. Its abundance of ideas is one of the clearest strengths.

Beyond the Dark: Nightwatch
4.0

Offices and kitchens sit alongside less ordinary spaces such as an aquarium and cinema. That variety helps sustain curiosity about the house.

Environmental detail
It Takes Two
5.0

Exquisitely arranged household objects, tiny settlements, garden spaces, and tactile doll materials make each setting memorable. Close inspection often reveals playful surprises.

Beyond the Dark: Nightwatch
4.0

Details in the rooms help create vulnerability and encourage cautious movement through the house.

Fun factor
It Takes Two
4.9

Players repeatedly call the shared adventure a blast, from absurd set pieces to spontaneous discoveries. Even critics of the narrative often find the actual play tremendously entertaining.

Beyond the Dark: Nightwatch
4.0

Some accounts report an excellent time once the roles and rules click. Another finds the constant chasing too dominant to make the experience enjoyable.

Atmosphere
It Takes Two
5.0

The whimsical doll-scale environments create a sustained sense of wonder even when the actual challenge is modest.

Beyond the Dark: Nightwatch
4.2

An eerie house, darkness, and incomplete information consistently support the mood. The strongest praise goes to oppressive dread rather than elaborate spectacle.

Art direction
It Takes Two
4.9

The toy-sized perspective, colorful fantasy spaces, and distinct chapter identities receive strong praise. Even the downgraded Switch port retains much of the underlying artistic charm.

Beyond the Dark: Nightwatch
4.2

The retro aesthetic and contrasting viewpoints give the presentation a distinctive character. One account finds the style increasingly appealing over successive runs.

Writing quality
It Takes Two
2.5

The dialogue and relationship themes win praise for warmth and wit from some players. Others criticize shallow marital conflict, repetitive arguments, and abrupt shifts from comedy to cruelty.

Beyond the Dark: Nightwatch
3.0

The restrained storytelling approach fits the investigation, though unclear direction and an abrupt payoff limit its satisfaction.

Emotional impact
It Takes Two
4.3

Marriage conflict, a distressed child, and moments of reconciliation can be genuinely moving. A few find the finale overly sweet, but others praise how gameplay reinforces the feelings.

Beyond the Dark: Nightwatch
4.8

The shared ordeal leaves a strong impression that lingers after play stops. One account finds it memorable enough to recommend despite clear flaws.

Game length
It Takes Two
4.3

Many find roughly a dozen hours of shifting mechanics generous and well paced, with some longer estimates. One dissenting view says the later chapters stretch a good idea past its natural finish.

Beyond the Dark: Nightwatch
4.0

One completed playthrough finds the length well suited to several evenings. The ending still feels shorter than desired.

Narrative quality
It Takes Two
3.5

A troubled couple learning to cooperate moves some players deeply, while others find the reconciliation contrived, overly simplistic, or awkwardly dark. Story reactions are much more divided than gameplay reactions.

Beyond the Dark: Nightwatch
3.3

Restrained environmental storytelling invites curiosity about the house. An abrupt conclusion and unresolved questions can leave the payoff feeling incomplete, even when they encourage another look.

Co-op communication
It Takes Two
4.6

Progress requires talking, timing actions together, and understanding what the other character can do. That creates memorable teamwork but can also expose frustration when partners move at different speeds.

Beyond the Dark: Nightwatch
4.8

Talking is central to solving problems and staying alive. Describing rooms, comparing clues, and warning a partner create the strongest shared moments.

Originality
It Takes Two
4.9

The inventive blend of cooperative mechanics and miniature-world spectacle feels fresh even when its central relationship story follows familiar beats.

Beyond the Dark: Nightwatch
4.7

The separate Explorer and Overseer perspectives give familiar haunted-house horror a fresh identity. Even critics who dislike the execution praise the premise.

Innovation
It Takes Two
5.0

Its constant invention of new cooperative mechanics stands out in a genre where ideas often repeat. The variety rarely comes at the expense of polished execution.

Beyond the Dark: Nightwatch
4.8

Communication becomes a tool for building shared knowledge, while GameShare delivers two different viewpoints. The combination feels inventive even when the underlying adventure falls short.

Graphics quality
It Takes Two
4.1

On the original console and PC versions, colorful environments and attractive materials impress. The Switch preserves the art style but noticeably lowers resolution and texture quality.

Beyond the Dark: Nightwatch
4.3

The visuals are clean and satisfactory rather than technically spectacular. Darkness and the narrow flashlight keep attention on the immediate experience.

Co-op role balance
It Takes Two
3.8

Most chapters give both characters meaningful complementary jobs, but not every section feels equally entertaining. Some notice one role acting first or getting the more exciting mechanic.

Beyond the Dark: Nightwatch
3.8

Both roles hold essential information, but their workloads and agency differ. The Overseer can be busy managing feeds and inventory while still feeling short of direct ways to affect the house.

Immersion
It Takes Two
5.0

Interacting with outsized everyday objects and having the players’ cooperation mirror the characters’ struggles makes the adventure unusually absorbing.

Beyond the Dark: Nightwatch
5.0

Sound draws players into the house quickly, while repeated exploration can make its rooms feel deeply familiar. Growing command of the space becomes a reward of its own.

Comfort and build

Puzzle design
It Takes Two
4.8

Partner-specific abilities turn switches, platforms, and environmental objects into clever joint challenges. Most puzzles feel satisfying, although some are simple and a few unclear optional tasks can frustrate.

Beyond the Dark: Nightwatch
3.3

Combining two perspectives makes investigation appealing in principle. Sparse direction, changing arrangements, and pressure from the creature can obstruct the satisfaction of solving things together.

World-building
It Takes Two
5.0

An everyday house becomes a lively miniature universe of talking objects, hostile critters, and themed areas. The imaginative scale gives familiar spaces an unusual charm.

Beyond the Dark: Nightwatch
4.3

The house suggests a deeper history through its environment and scattered material. One enthusiastic account is particularly drawn to the sense of a larger universe beyond the escape.

Multiplayer design
It Takes Two
5.0

The campaign is built around simultaneous, complementary player actions instead of adding another player as an afterthought. Coordination is central to how it works.

Beyond the Dark: Nightwatch
4.4

Distinct information gives both players a reason to participate, and flexible connection methods help bring a partner aboard. The design still depends heavily on finding someone willing to communicate.

Level design
It Takes Two
5.0

Inventive versions of a shed, garden, bedroom, snow globe, and more deliver constantly changing traversal and cooperative puzzles. Players praise both the spectacle and how carefully each area uses its own gadgets.

Beyond the Dark: Nightwatch
4.5

The house rewards learning its rooms, secrets, and routes, with particularly warm praise for the substantial early areas. The last section does not sustain that satisfaction as convincingly.

Sound design
It Takes Two
5.0

Lively environmental effects, spatial changes, gadget sounds, and distinct ambient details create a rich soundscape. Reviewers particularly appreciate how audio matches the changing action.

Beyond the Dark: Nightwatch
4.8

Ambient noises, footsteps, silence, and the creature’s vocalisations create unease and help communicate danger. Sound becomes especially effective while partners exchange uncertain information.

Ownership and support

Replay value
It Takes Two
4.4

Switching Cody and May reveals different abilities and perspectives, while discovered minigames can be replayed separately. Many want a second run, though one frustrated partner had no desire to repeat it.

Beyond the Dark: Nightwatch
3.3

Replay appeal is divided between revisiting mysteries or switching roles and having little new to discover once solutions are known. Expectations depend on whether a second viewpoint is enough reason to return.

Value for money
It Takes Two
5.0

Players see generous value in the varied campaign, optional minigames, and the ability to invite a second online player through Friend’s Pass. Sale pricing makes the proposition even stronger.

Beyond the Dark: Nightwatch
4.3

The roughly $20 or €20 price and one-purchase access for two players are attractive. The saving matters most when both partners are willing to work through the game’s demanding structure.

Platform-specific feature support
It Takes Two
4.0

Switch adds couch, local wireless, and online options, making play flexible despite its weaker visual presentation.

Beyond the Dark: Nightwatch
4.5

GameShare’s separate feeds are a standout use of the hardware. The two perspectives serve the central partnership rather than simply duplicating the host’s screen.

Controls and connectivity

Voice acting
It Takes Two
4.9

The cast is widely praised for lively performances, believable arguments, comic timing, and strong emotional delivery. Their work often elevates material that some find weakly written.

Beyond the Dark: Nightwatch
4.0

The introductory narration adds character to the presentation.

Performance

Soundtrack quality
It Takes Two
4.8

The music frequently complements whimsical exploration, tense chases, and emotional story beats. One listener wanted more distinctive music during big moments, but most admire the varied score.

Beyond the Dark: Nightwatch
4.3

The ambient score contributes to the dread and supports more dramatic moments without needing constant musical accompaniment.

Performance optimization
It Takes Two
5.0

The game maintains convincing fluidity while rendering two viewpoints and frequent set pieces. Switch visuals are simplified to preserve enjoyable performance.

Beyond the Dark: Nightwatch
4.5

The technical presentation earns praise for optimization, especially given the use of Unreal Engine and distinct viewpoints.

Evidence available for one product

Controls and connectivity

Age appropriateness
It Takes Two
3.0

The teen-oriented material is more mature than its bright art might imply, with strained family relationships and occasional coarse or unsettling moments.

Beyond the Dark: NightwatchNo score yet
Controls responsiveness
It Takes Two
4.9

Jumping, dashing, shooting, and using temporary gadgets generally feel immediate and natural. Their approachable design helps the game handle many different mechanics without cumbersome controls.

Beyond the Dark: NightwatchNo score yet
Protagonist appeal
It Takes Two
2.4

Cody and May can feel believable and sympathetic as their relationship evolves, but their frequent squabbling and selfish actions seriously alienate some players.

Beyond the Dark: NightwatchNo score yet

Other features

AI behavior
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
1.8

The creature’s pursuit and ability to pull players from hiding can feel arbitrary. Learning its behavior helps, but several accounts still find encounters unfair.

Animation quality
It Takes Two
5.0

Cartoon-like motion and lively expressions bring the dolls and cinematic moments to life. The exaggerated style suits the inventive setting.

Beyond the Dark: NightwatchNo score yet
Character development
It Takes Two
5.0

Several players appreciate how the bickering parents gradually learn to support each other. Others find the overall romance unconvincing despite the visible changes in their behavior.

Beyond the Dark: NightwatchNo score yet
Character roster
It Takes Two
4.0

The small cast is memorable for its lively supporting toys and central pair, although the protagonists can wear on players over time.

Beyond the Dark: NightwatchNo score yet
Collectibles
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
4.5

Documents and small secrets make thorough searching worthwhile. They add interest to the house’s backstory and invite close inspection.

Competitive balance
It Takes Two
3.0

Most optional versus games are entertaining, but a few give one character a slight advantage over the other.

Beyond the Dark: NightwatchNo score yet
Content completeness
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
2.5

The final section arrives too quickly for one completed playthrough. The reviewer wanted more in the vein of the first two areas.

Crash stability
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
1.5

In one test build, viewing cameras in the second level crashed the second player’s game. Workarounds changed how the pair experienced a substantial part of the adventure.

Cutscene skippability
It Takes Two
3.0

Cutscenes can be skipped if both players agree to hold a button, but their length still frustrates some viewers.

Beyond the Dark: NightwatchNo score yet
Cutscene visual quality
It Takes Two
2.0

Switch cutscenes lose much of the sharper console presentation, with visibly rough textures and distracting loading or resolution issues.

Beyond the Dark: NightwatchNo score yet
Death mechanics
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
2.3

Death preserves useful knowledge but forces substantial repetition. One account finds the next attempt motivating, while others find the loss of progress disruptive and discouraging.

Dialogue quality
It Takes Two
2.3

Relationship banter can feel honest and funny, but repeated arguments, awkward jokes, and mild profanity sometimes undercut the otherwise charming tone.

Beyond the Dark: NightwatchNo score yet
Economy and resource balance
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
4.0

Diverting danger can cost a surveillance camera for the rest of the attempt. That tradeoff gives immediate safety a meaningful information cost.

Family friendliness
It Takes Two
2.6

The cartoony appearance masks divorce arguments, some coarse language, and a notably upsetting toy-elephant sequence. Playing with younger family members may require more discretion than the visuals suggest.

Beyond the Dark: NightwatchNo score yet
Handheld play suitability
It Takes Two
4.0

Handheld Switch performance stays smooth and comparable to docked play, although arranging two suitable sets of controls is less convenient.

Beyond the Dark: NightwatchNo score yet
Horror tension
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
3.4

Separated viewpoints can turn incomplete information into powerful dread. Reactions range from genuine terror to mild scares or irritation at relentless chasing.

HUD clarity
It Takes Two
5.0

Contextual button prompts and visual highlights make it easy to identify which objects respond to a character’s tools.

Beyond the Dark: NightwatchNo score yet
Humor
It Takes Two
3.2

Playful banter and bizarre supporting characters generate plenty of laughs, but Dr. Hakim in particular is polarizing. Some enjoy his goofiness; others cringe at his delivery and interruptions.

Beyond the Dark: NightwatchNo score yet
Inventory management
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
4.0

Assigning inventory management to the Overseer is praised as a clever way to make the roles depend on each other. Its unfamiliar logic can initially catch players out.

Lore depth
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
4.5

The house’s backstory is praised as deep and carefully developed. Collecting documents adds substance to the mystery.

Minigame quality
It Takes Two
4.8

Hidden competitive diversions, from chess and whack-a-mole to racing and rhythm challenges, add welcome breaks from the campaign. They are fun to find, replay, and use for friendly rematches.

Beyond the Dark: NightwatchNo score yet
Monetization fairness
It Takes Two
5.0

The reasonably priced campaign and included online friend access are praised as consumer-friendly alternatives to multiplayer games built around add-on spending.

Beyond the Dark: NightwatchNo score yet
Movement feel
It Takes Two
5.0

Running, double-jumping, air-dashing, swinging, and sliding feel fluid and enjoyable. The movement remains a reliable foundation even as each chapter changes the surrounding rules.

Beyond the Dark: NightwatchNo score yet
Narrative tone consistency
It Takes Two
1.0

The shift between a child’s anguish, marital counseling comedy, and sudden cruelty feels jarring to some, making the story harder to embrace.

Beyond the Dark: NightwatchNo score yet
Platforming precision
It Takes Two
4.4

The jumping and air-dash toolkit is normally responsive and forgiving, offering reliable control over tricky gaps. A few players struggled with depth judgments, timing, or keeping pace with a stronger partner.

Beyond the Dark: NightwatchNo score yet
Polish
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
3.3

A hands-on demo account reports no issues, while a completed test-build playthrough identifies rough edges that need adjustment. The impressions apply to different stages of the game’s development.

Progression system
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
3.1

Progress relies heavily on what the pair learns rather than simply what they keep. That can make mastery rewarding, but retaining clues does not always compensate for replaying completed tasks.

Side character depth
It Takes Two
2.5

The colorful side cast supplies memorable comic relief, but Dr. Hakim divides opinion sharply. His antics are either a highlight or the biggest irritation in the entire story.

Beyond the Dark: NightwatchNo score yet
Solo play quality
It Takes Two
1.0

There is no solo campaign: every progression puzzle and set piece requires a second human player.

Beyond the Dark: NightwatchNo score yet
Split-screen quality
It Takes Two
5.0

A clear view of both players helps coordination during shared and separated tasks. The implementation remains functional and fluid even on less powerful hardware.

Beyond the Dark: NightwatchNo score yet
Stealth mechanics
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
2.5

Noise management and hiding can take time to understand. Several accounts find the rules or threat escalation too punishing, especially when a hiding place does not feel reliably safe.

Survival mechanics
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
2.3

Decoys offer a useful way to redirect the creature. More critical accounts find the escalating threat difficult to recover from and too harsh on small mistakes.

Violence level
It Takes Two
2.0

Most action is fantastical, but the deliberately distressing destruction of a pleading toy elephant struck some as more disturbing than the lighthearted art suggests.

Beyond the Dark: NightwatchNo score yet
Visual effects quality
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
2.0

Strong color effects on surveillance feeds can become uncomfortable to watch. That drawback matters because the Overseer relies on that display throughout play.

World interactivity
It Takes Two
5.0

Optional toys, instruments, dominoes, and small surprises reward curiosity beyond mandatory objectives. Exploring the environments is enjoyable largely because so many objects react.

Beyond the Dark: NightwatchNo score yet

Comfort and build

Boss design
It Takes Two
4.9

Inventive encounters regularly test each player’s new abilities together, sometimes in unexpected genres. Most find these fights fun and rewarding, often among the more demanding moments.

Beyond the Dark: NightwatchNo score yet
Controller ergonomics
It Takes Two
3.0

The Switch’s Joy-Cons function, but one player found them less comfortable or optimal for the busy two-stick control scheme.

Beyond the Dark: NightwatchNo score yet
Enemy design
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
4.0

The partly understood creature is praised as a compelling horror concept, letting uncertainty do some of the work.

Map and navigation design
It Takes TwoNo score yet
Beyond the Dark: Nightwatch
2.0

Very dark passages can make navigation feel like following walls by touch. Mood sometimes comes at the expense of reading the space clearly.

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