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PC Games BuzzVerdict

Split Fiction

4.5 / 5
How we rate

2025 · Action / Adventure · PC / Steam


Two strangers get trapped in each other’s rough drafts. Split Fiction, Hazelight Studios’ 2025 co-op adventure directed by Josef Fares, introduces Mio and Zoe, unpublished writers lured by a predatory publisher whose machine extracts stories directly from authors’ heads. A glitch traps them both in the simulation together, and escape requires playing through each other’s imaginations, her gritty cyberpunk epics, her cotton-candy dragon fantasies, side by side in split screen, with the machine’s owner harvesting their ideas as they run. As with everything the studio makes, it’s co-op only, local or online, with a Friend’s Pass meaning one purchase covers both players.

Reception was emphatic on every axis, one of the best-reviewed games of its year, multi-million sales inside a week, and a fandom consensus that the studio’s escalating formula, new mechanic every chapter, no idea repeated, reached its fullest expression here. Player criticisms concentrate almost entirely above the neck, dialogue and character work rated well below the design, with a common arc, mild irritation at the leads for two hours, full attachment by the end. The finale, widely spoiler-guarded even in reviews, is discussed the way set pieces get discussed once a decade.

A New Game Every Fifteen Minutes

Hazelight’s design philosophy, no mechanic outstays its welcome, operates here at peak generosity. The fantasy chapters hand players shapeshifting forms, gravity apples, and a dragon apiece whose flight sections would anchor lesser games. The sci-fi chapters counter with magnet gloves, hoverboard chases down neon freeways, and a parking-garage brawl conducted in synchronized wall-running, and between chapters hide the side stories, optional portals into the writers’ abandoned drafts, which the community rapidly canonized as the game’s secret treasure, a screwball collection including a flatulent pig fable and a dental-horror vignette that players cite with disbelieving affection. Every sequence is built for two, asymmetric abilities forcing actual conversation, and the game’s rhythm, one player anchoring while the other soars, swaps roles so constantly that neither seat is ever the lesser one.

Craft keeps pace with invention. The split screen itself is an instrument, panes tilting, merging, and swallowing each other for effect, and the final act converts that grammar into a sustained showpiece, staged across both writers’ genres simultaneously, that immediately entered the conversation for the medium’s great climaxes. Load times are near-absent, checkpoints are merciful, and the difficulty is tuned for mixed-skill pairs, veteran plus newcomer, partner plus parent, which remains the studio’s quiet superpower and the reason its games colonize couches that otherwise host streaming services.

And the theme fits the machine perfectly. A story about two writers learning to value each other’s genres, played by two people forced to master each other’s mechanics, the design is the metaphor, and the villain, a publisher strip-mining imagination at scale, gives the finale’s creative-ownership fireworks a satisfying target. The studio’s signature sincerity, friendship as the point, lands better here than it ever has.

The Writing Under the Rides

The consensus critique of Split Fiction is that its story is a theme park’s story, functional, cheerful, and thinner than the rides. Mio’s guarded sarcasm and Zoe’s relentless pep are established early and loudly, the banter loops through its beats, and a real share of players report finding both leads grating through the opening chapters, with the emotional arc, trauma shared, walls lowered, resolving on rails the genre has run before. The dialogue’s tendency to narrate the current mechanic, and to hammer the friendship theme in dialogue the design already delivers, draws the most specific notes. By the credits, most players report conversion. The first act’s charm tax is real, and it’s the game’s one recurring toll.

Difficulty and stakes supply the lighter reservations. Veterans find little resistance outside optional challenges, death is nearly consequence-free by design, and players wanting mechanical depth note that fifteen-minute mechanics are, definitionally, fifteen minutes deep, breadth purchased with shallowness the formula happily pays. A few motion-sensitive players flag specific high-speed sequences, and the strictly-two-players requirement remains, as ever with this studio, either the entire point or a hard gate depending on your household.

None of it moved the needle on the whole. The complaint file reads like footnotes to a rave.

The Couch Co-op Institution, Confirmed

What Split Fiction cements is that Hazelight has built something the industry keeps declaring extinct, a reliable institution of shared-screen play, games purchased for relationships rather than players, and this entry’s success at massive scale, a co-op-only premium title outselling most solo blockbusters of its season, lands as proof of an underserved appetite rather than a fluke. The Friend’s Pass economics, one copy for two people, remain the industry’s most consumer-friendly standing policy, and the studio’s true genre, playable friendship, now has a definitive text. The stories inside the machine were the writers’. The one it manufactures on the couch is yours, and that’s the product no other studio ships at this level.

Should You Play Split Fiction?

Play it with anyone, partner, sibling, visiting parent, co-op skeptic, because it’s engineered precisely for the pairing you have, and the Friend’s Pass means the second seat is free. It’s the easiest recommendation in modern co-op and the best single answer to what should we play together.

Skip it if you have no second player and no interest in finding one, a genuine disqualifier, or if chirpy character writing over elite design breaks your immersion faster than dragons restore it. The pig level alone has converted harder cases.

The Verdict on Split Fiction

Split Fiction is the co-op formula perfected at blockbuster scale, an idea-a-minute adventure whose generosity, mechanical, structural, and economic, shames the industry standard. The side stories are the year’s best hidden content, the finale’s split-screen invention belongs in design courses, and the two-writer premise makes the studio’s friendship thesis load-bearing at last. The dialogue runs cheerier than the craft deserves and the leads take two hours to earn their seats. Small print on a landmark. Two controllers, one couch, every genre in the drawer. Nobody else is making this, and this one’s the best it’s ever been.