Cutie is Rose’s stuffed elephant and the queen figure of her make believe Magic Castle. She’s on screen for a short time, but she becomes one of the most memorable emotional turning points in It Takes Two.
Content note: this character’s main sequence includes distressing dark humor and on screen harm.
What Cutie is
Cutie is presented as a plush elephant with a crown and cape, built like a kid’s musical toy with a big red heart and front buttons. Even the official merchandise description leans into that idea: she’s designed to be comforting, cute, and safe.
Key traits the game emphasizes fast
- Warm and trusting
- Childlike optimism
- Royal persona tied to Rose’s pretend play
Why Cutie matters to the story
It Takes Two is built around May and Cody navigating their divorce while trapped in doll bodies created by their daughter Rose. The game repeatedly turns Rose’s bedroom imagination into real playable spaces, so “toy logic” becomes the world’s logic.
Cutie matters because she is not just a prop. In the story framing, she is Rose’s favorite toy, which makes her the most direct emotional lever May and Cody can reach.
Where you meet Cutie
You encounter Cutie during the Rose’s Room portion, inside the Magic Castle themed area. By the time you reach her, the game has already trained you to treat toys as characters with feelings and agency, not set dressing.
If you are looking for her sequence specifically, walkthroughs place it in the castle stretch where you end up interacting with a makeshift crane game to grab her.
What happens in the infamous sequence
May and Cody decide Rose’s tears might reverse their transformation, then choose to target Cutie to force Rose to cry. The scene is long, interactive, and intentionally uncomfortable, because the player has to actively participate rather than watch it passively.
The director Josef Fares has explained the intent as making the parents’ selfishness undeniable and tying story to gameplay so the choice lands on the player’s hands.
“The parents have become so egoistic… they are ready to go this far.”
Two facts that clarify the scene’s design
- It is not optional in normal play. The game makes you do it to move forward.
- The end credits show Cutie repaired, signaling the harm is not meant to be permanent in the story’s wrap up.
How to handle it as a co op pair
This is where a practical approach helps more than lore.
Before you start the castle finale stretch
- Say out loud if either of you wants spoilers minimized
- Agree on a stop word if someone needs a break
- Keep the volume lower if the voice acting is hitting too hard
During the crane game part
- Treat it like a coordination puzzle, not a joke
- Focus on timing and communication, because frustration makes the moment feel worse
After the scene
- Talk for one minute about what the game is trying to reveal about May and Cody
- If you are playing with a younger viewer nearby, consider pausing before this section entirely
What Cutie ultimately represents
Cutie is the cleanest symbol in the game for Rose’s safety and innocence. When May and Cody choose to break that symbol to get what they want, the story stops being “quirky co op divorce fantasy” and becomes a blunt test of empathy.
That is why players remember Cutie long after bigger bosses and louder set pieces.
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