
“It Takes Two” Chinese Edition on Migu Kuaiyou: Is It Worth Buying for Fans of It Takes Two?
This time they made a very clear trade-off on the business side: they almost completely solved the two long-standing problems that hinder the spread of co-op games—“can’t find a partner” and “hesitate to buy”—with a full set of operations and product design.

From a design perspective, Tales of Kenzera: ZAU itself continues the same “strongly bound cooperation” level design concept as It Takes Two, created by the original Hazelight team, and then overlays a multiverse theme that mixes sci-fi and fantasy into a continuous gameplay workshop. The setup of the two writers, Mio and Zoe, makes it very convenient for the level design team to jump in style between different worlds—surreal wonderlands at one moment, sci-fi devices the next. The pacing of the gameplay can naturally be made very “chapter-like”, which both helps narrative progression and makes it easy to use level checkpoints to break up the rhythm in online co-op. The Metacritic score of 91 and IGN’s 9/10 also show that the core gameplay foundation is solid; content-wise, it’s already a very professionally executed project.

Looking at the online co-op mechanism, “one person buys and can invite a friend to play through the entire game” continues the approach of It Takes Two. Essentially, it embeds the acquisition cost of the partner into the first player’s payment behavior. For the design team, this kind of enforced two-player cooperation structure is perfect for creating all kinds of mechanisms that “require you to trust your teammate.” For the business team, it’s equivalent to a built-in word-of-mouth viral system: whoever buys the game will naturally pull in someone else to experience it together. The social viral loop is a textbook-level self-propagation design. Combined with the free prologue trial strategy, players can first play through a segment with friends and, if the co-op experience clicks, decide together whether to buy in. This lowers the barrier in a very direct way.
From the combined product and operations perspective, Migu Kuaiyou is clearly treating the “finding a partner” problem as the core conflict to crack this time. On the one hand, they have created an exclusive team-up lobby: players can enter the lobby from both the app and PC, and the system will intelligently match teammates. This effectively adds a “find someone to play with” mid-platform capability at the platform level, reusable for all subsequent co-op games. On the other hand, they launched a team-points event at release: each team can have up to 4 players, earning points by completing tasks and playing online together. Every member of the top 3 teams gets a Huawei Mate80. Such high-value physical rewards directly drive players to keep logging in to grind points, turning what would have been a short co-op adventure into a long-term live-ops project.
From a technical perspective, this points system plus the intelligent matchmaking lobby both fundamentally rely on computation over the platform’s account system and behavioral data. You need to record the completion of each co-op session and task progress, then aggregate it into team points. This shows that Migu Kuaiyou isn’t just slapping together a temporary event page; they’re building infrastructure in the direction of a “service-oriented platform.” From a developer’s perspective, this kind of platform-level capability will make it much easier to onboard new co-op games in the future: you can directly reuse the matchmaking and points modules without reinventing the wheel for every project.
In terms of pricing and entitlements, this strategy really flattens the “resistance curve.” All users can first play the prologue for free, essentially turning what used to be a traditional “demo” into part of the official release process. After buying the base game, you can add just 2 RMB to get a gamepad, an obviously integrated package designed for offline local co-op on a shared screen. Stack that with a 25% discount on the annual membership and the “buy an annual pass and get the game” bundle, and it becomes a multiple-choice question: do you buy the game standalone for this title, or use it as an entry point to lock yourself into the platform’s annual membership ecosystem? From a business logic standpoint, the platform is using a hit co-op game as the entry funnel in exchange for longer-term subscription revenue—this calculation is very deliberate.
From a player-side purchase recommendation perspective, if you’re a fan of It Takes Two and you liked Hazelight’s level pacing and the emotional roller coaster of “bickering while solving puzzles together,” then you can basically expect the Chinese edition of Tales of Kenzera: ZAU to deliver—no missteps on gameplay completeness, and its localized storytelling will align more closely with domestic players’ interpretive frameworks. For players who often complain, “I bought a co-op game but no one plays with me,” Migu Kuaiyou’s team-up lobby and team points system are essentially using platform resources to solve your matchmaking problem. Even if you don’t have gamer friends around you, you can still rely on the system’s matchmaking to experience the full run.
Looking at the longer-term trend, this combination of co-op game + cloud platform + subscription + hardware subsidy is a relatively complete ecosystem play. The platform side uses the domestic first release, original soundtrack bundles, and interactive topic raffles to pull players back from “play a round and leave” into the community. The development team, through the platform’s matchmaking and operations system, extends this relationship-dependent two-player co-op format to a broader player base. For those of us working in design and engineering, if this “end-to-end package from content to platform capabilities” runs smoothly, it could become a highly valuable reference model for co-op-focused games releasing in the domestic market in the future.





















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