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Review of Unravel Two on Nintendo Switch

by Tanya Krane Tanya Krane photo Mar 2019
Cover image of Unravel Two on Switch
Gamefings Score: 8/10
Platform: Switch Switch logo
Released: 22 Mar 2019
Genre: Puzzle-platform
Developer: Coldwood Interactive
Publisher: Electronic Arts

Introduction

Unravel Two arrives on the Nintendo Switch like a tiny knitted ambassador of emotion: two little Yarnys, one red and one blue, tethered together by literal string and a surprisingly heavy load of metaphor. This is a sequel that trades the solitary meditation of the original for a duet-both in gameplay and in storytelling-inviting you to tug, swing and occasionally fashion devastatingly adorable acrobatic maneuvers with a friend or your own two thumbs. The game's compact narrative is part fable, part social vignette: it drops these anthropomorphic yarn creatures into a world threaded with loss, fear and small acts of courage. If you came in expecting big boss fights or a plot that explains everything like an over-eager mystery novel, you'll be disappointed. If you like emotionally literate platformers that treat character arcs like origami-folded, creased, and occasionally tear-jerking-this is your jam.

Gameplay

Unravel Two's mechanics are simple enough to teach a sleepy cat: one or two players each control a Yarny and must work together to traverse an island full of puzzles. The 'rope' of yarn that connects the two protagonists is not only the central mechanical gimmick but also the story's emotional tether. The way the yarn loops around hooks, forms makeshift slings, or is used as a bridge is gameplay as metaphor-every solved puzzle is a little reconciliation, every snipped strand a reminder of fragility. Beyond the literal rope, the two-Yarny setup changes the rhythm of exploration. Solo players end up essentially babysitting an invisible partner, switching control as needed, which underlines the game's theme: you are never really alone, even when the screen implies you might be. Local co-op turns the screen into a relationship lab. You and your partner will learn patience, implicit communication, and the fine art of not hogging momentum. Because Unravel Two is patient, it bets on you caring about the characters enough to enjoy problem-solving on their behalf. The narrative arc is compact but potent. A red Yarny, severed and adrift after a storm, meets a blue Yarny in a washed-up shipwreck; their dead ends are knotted together and, like low-budget cinematic lightning, a spark appears. That spark becomes both MacGuffin and moral compass. The Yarnys are drawn inland where they encounter a pair of children escaping abusive adults. The adults are rendered as dark, disintegrating shadows with red sparks-the game's shorthand for real-world menace-so the Yarnys' journey quickly shifts from self-preservation to guardianship. Character development here is subtle and cumulative. The Yarnys themselves are practically blank slates in terms of dialogue, but their arc is conveyed through action: helplessness to agency, separation to community. The children's arc is more explicitly emotional-initially trapped, then emboldened. The adults, as shadow-figures, are less characters and more forces: societal pressure, neglect, the coercive adult world. That the Yarnys help the children by evoking mischief-causing machine malfunctions, chasing adults away-casts them as trickster guardians, playful but effective. Set pieces punctuate these arcs: a midsummer celebration that curdles into threat, a chase with a capercaillie, a swim chased by a northern pike, and a factory escape that culminates in a wildfire. These sequences shift tone quickly but coherently; they transform the island from playground to battleground and back. Later, the ruined forest and an abandoned watermill become stages for quiet restoration-restarting the mill, following water to rapids-mirroring the healing the Yarnys foster. The final convergence at the lighthouse, where many Yarnys gather to restore the light, completes a full-circle arc from isolation to community, from single sparks to a shared blaze of hope. Mechanically, there are challenge levels for players hungry for more precise platforming, and the island is varied enough that puzzles rarely feel repetitive. The game is best experienced with someone else on the couch, yelling about angles and forgiving each other's occasional missteps, because the design nudges cooperative problem-solving almost constantly. Verdict: the gameplay never reinvents the wheel, but it uses its rope to cinch the wheel to an emotional axle, and that's disarmingly effective.

Graphics

Visually, Unravel Two is a hand-painted postcard come to life. Textures are rich in a way that makes you want to stroke the screen-except please don't, Switch screens don't like that. The environments read like dioramas: sunlit countryside, claustrophobic factories, charred forests and mossy watermills. Lighting plays a starring role, especially when the game needs to flip the mood from cheerful to ominous. The adults-as-shadow-figures are an economical visual choice that communicates menace without graphic detail; they're silhouette horror-scary in the clean, storybook way. On Switch the game keeps its charm. The tradeoffs are obvious if you scrutinize frames and fidelity, but the art direction is strong enough that a handful of texture compromises don't dent the emotional impact. Animations of the Yarnys are so expressive despite their blank-eyed simplicity you'll start attributing eyebrow-level emotional beats to a ball of yarn. The lighthouse hub is a lovely touch: a safe, cozy area where the story pauses and the world feels structurally whole. Music and sound design-credited to Frida Johansson and Henrik Oja-are respectful accompanists, gentle when they must be and urgent when the chase sequences demand it. They wrap up the visual storytelling like acoustic twine.

Conclusion

Unravel Two on Switch is a compact, heartfelt cooperative puzzle-platformer that earns its emotional payoffs the old-fashioned way: through elegant mechanics and patient storytelling. If you prize character arcs that are shown rather than spoken-if you like your narratives suggested by gameplay beats and environmental cues rather than explained in a lecture-this is a lovely, low-stakes epic. The Yarnys embody themes of connection, resilience and the idea that small acts can thread communities back together. The move to cooperative play deepens those themes by making relationship management literal: you hold the other player in place with yarn, and sometimes with kindness. The game isn't flawless. Some may find the plot too impressionistic, the villains too abstract, or the solo control a little fiddly. The Switch port arrived later than other versions, but the decision to bring Unravel Two to Nintendo's portable was the right one-its intimate tone makes it the perfect thing to dip into between classes or on a late-night bus ride. Critical reception was generally positive, and the D.I.C.E. Award for Family Game of the Year is a neat trophy for a title that does its best work reconnecting people-literally and figuratively. Score-wise, it's an 8/10: not perfect, but warm, clever and worth a sit-down cooperatively untangling the world, one knot at a time.

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