Split Fiction, like Hazelight Studios' previous titles, is only playable in local or online co-op. To match this collaborative direction, the Push Square review is a back-and-forth between the pair who played through the game, as has become tradition. This time, assistant editor Stephen Tailby had a helping hand from video producer Aaron Bayne. Enjoy thoughts from both in this joint review!
Stephen: So, as with Hazelight's last two games, Split Fiction is an action adventure with a heavy emphasis on two-player co-op. Funnily enough, it's a niche that this studio occupies more or less on its own. Nobody else is making games quite like this, and while you'd think that gives the team the luxury to take its collective foot off the gas, the opposite is true; each title outstrips the last, and that's absolutely the case here.

Aaron: Yeah, you really get the sense that Hazelight has been improving things with each new game, and I think that's felt the most with Split Fiction's premise. Here we have two aspiring writers fall into a simulation of their respective genres: science fiction and fantasy.
Stephen: The pair of protagonists, Mio and Zoe, each enter this mega-publisher's high tech machine for different reasons, but an accident forces them into the simulation together. It's a wild setup, but it provides a great backdrop for an insanely diverse adventure. As you say, you get a mix of science fiction and fantasy realms as we explore each character's stories, and there's lots of variation right from the start.
Aaron: Hazelight wastes no time getting right into the action. It almost feels a little rushed at points, but I don't think the team wanted to bog the players down with the technicalities of its premise. Who cares how the giant machine simulates your story ideas? It just does. Immediately we're getting into what Hazelight does best: varied co-op mechanics.
Stephen: Yeah. It doesn't waste any time in giving players control, and when it does, you'll get a feel for how simple but polished the action is. Mio and Zoe's core moves provide a double jump, dash, and grapple, and it all feels super smooth and responsive. Just moving through each environment is snappy and enjoyable. However, what really makes this game special is how frequently it changes things up — it's super impressive, isn't it?

Aaron: Oh for sure! One of my biggest issues with It Takes Two was its pacing. The mechanics it introduced were around a wee bit too long for my liking, and it really made that game feel much longer than it was. That just isn't the case in Split Fiction which, despite being a similar length to It Takes Two (12-13 hours), I felt like we flew through the game. And the way that it moved around genres with its gameplay and mixed up its mechanics was seriously impressive. We kept saying, "this could be its own game", yet nothing ever overstays its welcome. It sort of reminded me of Astro Bot in that way.
Stephen: I know what you mean, yeah. Much of the game features that core move set I mentioned earlier, but it almost always builds on that in some fashion, and that's when it isn't altering the gameplay and turning it into something else entirely. One minute, you'll be flying an armoured ship, with one player in the pilot seat and the other operating the gun, and the next you'll be running away from a bunch of burly trolls in a medieval town obsessed with lemons. As you rightly say, the variety really keeps things moving, and we never found ourselves bored at any moment.

Perhaps more impressive than the sheer variety is that all of it is executed to a consistently high degree. There isn't any one mechanic, puzzle, or set-piece that feels phoned in; everything is fun and super-polished from beginning to end.
Aaron: A favourite segment of mine saw us venturing across a sci-fi world with jetpacks. Across a multi-stage boss fight, the perspective was constantly changing. One minute, it's a 2D side-scroller, the next we're running towards the camera like Crash Bandicoot, then it opens up and we can control the jetpacks in an entirely 3D environment. All the while, it's changing up the attack patterns of the boss, the music is popping off, and when it finally opens up, we're getting references to things like Alita: Battle Angel in the environmental design. There's so much packed into just about every level of Split Fiction, and that's without mentioning the Side Story we then played through immediately after this, which was aesthetically and mechanically entirely different. The Side Stories were a bit surprise for us, weren't they?
Stephen: Absolutely. The Side Stories are completely optional areas, but after going through the first couple, we realised these are totally worth checking out. Essentially, these are shorter stages, wrapped in the context of each character's scrapped ideas for stories, and they're where Split Fiction gets much more experimental and weird, in a good way. All of them offer something unique that gives you a bit of a breather from whatever the main level is, and without giving anything away, present some of the most memorable moments in the whole game.
Aaron: I think the Side Stories are where the premise of the game really started to gel with me. From a narrative perspective, I really like how each stage of the game, whether it be a main level or a Side Story, was a story that either Zoe or Mio had written at some point in their life. It gave the game more concrete reasons to switch up gameplay and locations, but it was also an opportunity to dig into the characters, and really explore where they were at as a person when that story was written. Sometimes that's done in a funny way, like when you play as a magical farting pig, and sometimes it gives us a more authentic look into their pasts.

Stephen: Yeah, as I said before, the premise is kind of bonkers, but it really throws open the doors for a lot of gameplay variety within a context that makes sense. Mio and Zoe are very different people, and begin their journey as total strangers, but over the course of the game become firm friends. This feels quite natural and is handled well, even if some story beats are fairly predictable. Despite this, I think the story serves the experience very well for the reasons you've pointed out, and is probably the strongest yarn Hazelight has spun so far, all told.
Aaron: Yeah like you say, some of the story beats we saw coming from a mile off, but it didn't really negate their impact when they did eventually happen. I think the villain was a bit one note, and his whole scheme is full of holes if you think about it too hard, but it wasn't overly important. Zoe and Mio are at the forefront of Split Fiction, and I eventually came to really like both characters. The progression of their relationship is much more natural than what we saw with Cody and May in It Takes Two.
I do want to take a moment though to talk about performance, which I have to say, was impressively smooth.

Stephen: It really was. I played with a standard PS5 and the performance was pretty much flawless for me, running at a very smooth 60 frames-per-second. Something worth mentioning too is that we played this entirely online, and there was never any hint of latency, to the point that we were able to execute timed jumps and other mechanics without losing step with each other. Visually, the game looks great as well, particularly some of the vistas you come across. There's a high level of polish here, clearly a cut above Hazelight's previous work.
Aaron: Yeah, the game looks fantastic. There are several moments throughout that you have to stop and soak in. I was playing on the PS5 Pro, and similarly I had zero issue with performance or connectivity. Split Fiction is supposedly PS5 Pro Enhanced, but there were no graphic mode options pre-launch and, from what we could tell, there was no discernible difference between the two consoles versions either. Maybe this is something we've yet to see post-launch, but what we have there already looks brilliant and runs excellently.
Stephen: Speaking of the presentation and performance, we need to mention the game's finale. The game's last stretch is incredibly impressive — not just visually but in terms of what you're doing and, again, the seamlessness of it all. It's something I've certainly never seen a game do before; we were both laughing like idiots at what was happening onscreen. Not everyone loves the split-screen effect in Hazelight's games, but without spoiling anything, this one sequence should quieten any doubts about that.

Aaron: The finale is easily one of the best levels I've played in an age. All the inventiveness and creativity that flows through this game comes rushing out in this finale, and for me it just brought to light how much fun I had been having with the game. I almost didn't want it to end.
I do want to briefly bring up the approachability of Split Fiction's gameplay compared to Hazelight's previous games. Both A Way Out and It Takes Two were great games to play with non-gamers. I played It Takes Two with my wife who has barely touched a controller, but I kept thinking as we played Split Fiction that she'd really struggle with this game.
Stephen: It's definitely not a total walk in the park. There are some pretty tough sequences that require dextrous and coordinated play, and that's a fun challenge to overcome, but perhaps less so for more casual players. On this point, though, there is a failsafe in the accessibility settings whereby you can skip any gameplay section if you're really struggling, so you can simply move past the game's trickier parts if you need to.

Aaron: I don't personally think it's a bad thing. At the end of the day, there will be more gamers playing this than non-gamers, but it's just something to note!
Conclusion
Split Fiction is Hazelight Studios' best game yet, and stands out as one of the most accomplished and fun co-op titles on PS5 to date. Its peerless variety means there's never a dull moment, and all of its different mechanics are consistently well-executed. There are one or two minor complaints you can throw at this, but they all fade into the background when the game is constantly showing you new ideas and almost never pausing for breath. This is proof, if more was needed, that Josef Fares and his team has found a really special formula, one that allows them to explore an incredible range of gameplay that's only enhanced by its singular co-op vision.





Comments 50
Hi! Hope you enjoy the review. If you have any lingering questions, tag in myself or @AaronBayne and we'll try to help.
It's nice to see games like this that are smashing it, although co-op games are not my thing so it seems highly unlikely I'll ever play this.
It sounds amazing. I'm not really a co-op guy either, but I love games that constantly reinvent themselves.
What a great review - thanks Stephen!
I knew this would be good, but now I'm definitely sold on it and myself and the misses will no doubt have great fun
Can’t wait to play this with my son. No idea why I can’t preorder as it’s still says add to wish list 😡
cool I will play it when its on EAplay for 99p next year
Josef literally cannot miss. The hate this game was getting before launch was absurd. Idk if it’s $70 or not but if it isn’t I might genuinely pick it up.
Woooo can’t wait to play this with the wife. I thought it was going to be a full priced £70 game as well so was going to wait for a sale but less than £40 on Amazon! We shall be playing this weekend.
@Deoxyr1bose I'm fairly certain it's a $50 game
Daaamn. Josef really putting money where his mouth is😂👏
I actually broke my no preorder rule for this one. Looks like it was justified. Can't wait!
I am excited to play this with my wife, A way out was fun, It takes two was amazing!
We've got a co-op up the road, their eggs are rather expensive though compared to Tesco.
So happy to hear they stuck the landing (though it was expected given their pedigree). Almost certainly going to be in the conversation for my GOTY and I can't wait to give it whirl with my other half!
Wow, this sounds impressive.
I hope the game does really well.
F The Oscars did it again. I am incredibly hyped now!
Brilliant. Looking forward to starting this
Looks decent.
Thanks for the review. Sounds like another stellar hit from Hazelight, this is a must try for me (and friend) for sure.👍
Love to see it.
Nice read. Well ok I skimmed over most of it b/c spoilers but I got the gist. And ya know the 10 at the end. Glad PS went for the co-op review.
2 most important points for me: it’s only 12-13 hours, so I’ll probably wait for it to be on sale for $30 or to be available as a rental. And the ending is difficult. I saw someone on BlueSky compare it to Battletoads. That is certainly going to be a problem for my wife and I. While skipping over sections is great to have maybe while I wait for the price to drop they’ll add an easy mode so we can play the game we’ve paid for rather than just skip over bits.
@trev666 Ah here we have a vulture in the gaming community.
Cool, I’ll pay full price for this as the devs clearly earned their crust 😉
It's day one buy for me and would have been preorder, so could preload it, but because they don't allow preorders for whatever reason on ps5, I will now have to waste 6 hours of my day to download the 70gb game... Aaa
This is one of those rare games which I wouldn't hesitate pre-ordering or buying day one for full price.
Looking forward to purchasing this in June or at the end of the year, as my wife and I really enjoyed It Takes Two
Wanna play this one with my son. Haven’t played couch co-op game in ages! Nice review!
Kinda cool having a split review.
I wouldn’t mind two people playing single player games and reviewing them in future for multiple perspectives.
@Kienda Where possible, we do drop a second opinion into big reviews — it's nice to include another perspective, as you say.
Not surprised. A Way Out was fantastic. And It Takes Two was even better. Hazelight is legit one of the best devs working right now.
Wow! Expected a bit of a step down after ITT was so great, what a pleasant surprise
Sounds amazing! Will def get it sooner rather than later
That’s it: I’m buying it and playing it solo with one controller in my hands and my wittle little toes manning the second. It’s much easier than me finding THEN making a friend. I did ask my dog if she’d play and she walked away
I never played any of Hazelight's games but I really want to give this a try
100% getting this. Partner and I loved It Takes two, despite it's mid writing and hokey coat of paint to the story.
The gameplay and pacing kept it awesome. This sounds like the same. Great game play but unfortunately same mid writing.
None the less sounds like a blast to play!
“ . I played It Takes Two with my wife who has barely touched a controller, but I kept thinking as we played Split Fiction that she'd really struggle with this game.”
Yes, I just sent the wife a video review of this game, and the first thing she said was “this looks hard”.
We loved playing “it takes two” together, but I’m hoping there is a non-demanding mode for her (not skipping whole sections of the game).
I am very excited to play this with my daughter. Strangely, PSN is the only place you can't pre-order it.
They still exist...a fun, original and polished game. Some devs should pay attention how its done.
Looks great. Have no one to play it with though, hopefully some interesting duo uploads their playthrough so I can enjoy it that way.
Well that's the weekend sorted then, just ordered : )
Possibly dumb question, and maybe it was even mentioned and I missed it, but does this require headset communication to play online?
would love to play this game, it looks brilliant but no friends to play with.
@Deadhunter I don't know but even if it does, the Dualsense has a built-in microphone. I doubt it would force you to use it, though.
@Matroska I don't want to talk to anybody. 😅
@Deadhunter Yeah, I'm the same. And thanks to the Dualsense having a mic, you can't pretend to not have one anymore. 🥲 Probably best to find someone on here with the game and just say you're not a fan of chatting while you play a game.
@Deadhunter There's no requirement to chat, but what I will say is there are a few moments throughout the game that would be pretty tough if you weren't communicating (platforming you have to do in-sync with each other for example). Not impossible, though!
Love the commitment to couch co-op, the story telling however... don't care for the oscars, but f the Oscars is quite cocky if your story telling could be a film school example for heavy handed. Still, I'm here for the gameplay when it's on sale.
These guys absolutely kick ass, not only for the games they make but also for their pro-consumer practices. A gem and an example for the gaming industry!
We should get more devs like this, to saves us from the current state the gaming industry is in, surrounded by crap. Long live Hazelight Studios!
Still can't purchase from PS store.
Wish there was an option to play solo with AI.
I did play a little bit of It Takes Two with my Nephew but finding the time to play the whole game Co-op was impossible. We never got to finish it.
4 hours in and it's pretty good so far. I thought I'd like the fantasy sections the most, but it's the sci-fi sections that have impressed me more than anything. Based on what I've played so far A Way Out is still my favourite game that Hazelight have made, but that could change once I finish Split Fiction.
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