There’s something uniquely thrilling about a video game that consistently makes you exclaim ‘wow’ throughout your playtime. Such was the experience I had during an hour-long hands-on session with “Split Fiction,” Hazelight Studios’ latest offering, once again under EA’s banner.
Partnering up with none other than Hazelight’s founder, Josef Fares, for this co-op adventure, I couldn’t help but notice his charismatic presence. In the UK, we’d say he’s quite the dapper chap. Nowadays, they might use the term ‘rizz’, a word that leaves me slightly perplexed. Dressed in such style, I felt almost apologetic approaching him as a humble game journalist rather than someone from a prestigious fashion magazine. As a watch enthusiast, I couldn’t resist a quick glance at his wrist when we shook hands, and I was suitably impressed.
To describe Fares succinctly, I’d say he’s quite the character. During interviews, I often rely on my phone for recording, letting Google’s AI attempt a transcription, albeit often poorly done. Based on the resulting text, the AI gives the conversation a title. When chatting with the head of Flight Simulator, it unsurprisingly labeled it ‘Flight’. An interview with Capcom’s Ryozo Tsujimoto led to ‘Monster’. But my conversation with Fares? The AI decided on ‘Shitload’, which amusingly reflects both his colorful vocabulary and the essence of the game.
“Split Fiction” embodies a philosophy of abundant variety, yet not in an overwhelming, cluttered manner. Unlike a sprawling open-world game, it presents a linear journey with diverse sequences thrown at you, keeping you on your toes and frequently delivering those ‘wow’ moments.
This inventive approach has become something of a hallmark for Hazelight’s recent projects. Although there was a risk of “Split Fiction” feeling like more of the same initially, especially when I first heard about it pre-announcement, the game cleverly sidesteps this. Its intriguing concept and pursuit of fresh ideas distinguish it from “It Takes Two,” despite some surface similarities.
The essence of the story is about opposites. We follow two protagonists, Zoe and Mio, named after Fares’ daughters. These strangers share the commonality of being authors but diverge dramatically in their creative styles: Mio crafts sci-fi tales, while Zoe’s work delves into the nostalgic realms of fantasy.
Their journey begins at a company headquarters reminiscent of Assassin’s Creed’s sinister Abstergo, where a peculiar machine brings their fictional worlds to life through virtual reality. Meant for just one person at a time, somehow, both find themselves immersed together, leading to a spectacular clash of their literary worlds, both imagined and real.
Gameplay-wise, “Split Fiction” splits players between these fictions. One moment you’re navigating a Blade Runner-esque sci-fi cityscape; the next, you’re exploring a fantastical forest born from Zoe’s imagination.
The brilliance of this structure lies in its playful use of video game tropes, crafting levels that nod to classics like Metroid, while also venturing into unexpected territories, such as a snowboarding segment reminiscent of SSX, complete with tricks and scores, yet set in a sci-fi environment.
Fares is well aware of Hazelight’s innovative stride. Watching him, as he leads me through assorted levels using debug menus, is a rollercoaster of disbelief as he showcases mechanic after mechanic. It’s a sublime chaos, art in the form of gaming content that’s diverse, not repetitive—laden with “shitloads,” if you will.
Certain inclusions exist simply because they’re fun or because a team member found them amusing. This often applies to optional parts where gameplay mechanics are introduced for a brief spell before vanishing. The game’s co-op nature drives significant design choices, a staple for Hazelight, where multiplayer is non-negotiable.
Throughout these transformative experiences, expect precise platforming, dazzling cinematics, brilliant split-screen framing, and clever puzzles demanding teamwork. The challenge isn’t in inventiveness alone; Hazelight excels at nailing the basics, thanks to their extensive focus on cooperative gaming.
“We’re mastering this craft,” Fares proclaims, visibly pleased with the reaction to their co-op expertise. “We’re arguably the best globally because no one else builds co-op into their design from the start like we do.”
Achieving such quality means overcoming hurdles, like perfecting the snowboarding mentioned earlier. Fares emphasizes the importance of meeting high expectations even for fleeting gameplay elements: “Players expect snowboarding to feel authentic, even for a brief segment.”
This pursuit of excellence can seem counterintuitive, but it’s Hazelight’s forte: identifying which mechanics warrant perfection. Sometimes their insight is immediate, sometimes delayed, but it’s undeniably improving.
Even during our session, Fares demonstrates this improvement. There’s a stellar trailer narrated by Fares that aired after my hands-on experience at The Game Awards. It does a fine job explaining this unique game, which isn’t easily encapsulated. Despite entering spoiler territory, Fares eagerly introduces mechanics and systems from later stages, even the final level—elements I can’t reveal yet, leaving me once more astonished at their ambition.
Reflecting on “Split Fiction,” it evokes that Nintendo-like whimsy, albeit directed by someone with a sailor’s tongue. British readers might liken it to “Doctor Who,” where unpredictability reigns and each episode takes you to unique worlds, much like Hazelight’s game.
Just as “Doctor Who” fabulously eschews permanence save for a single consistent set, “Split Fiction” propels players through diverse settings at breakneck speed. This unconventional preview, hopping between brief scenes with Fares illuminating the vision passionately, leaves me eager to see the final product.
Releasing on March 5, “Split Fiction” promises to be one of 2025’s most exciting gaming experiences. I’m counting the days until I can delve into it fully.