Josef Fares expressed his excitement for *Split Fiction*, emphasizing its unique focus on connection compared to *It Takes Two*. He shared personal insights about character inspirations and playful references to classic games, enhancing the narrative. Fares discussed the creative challenges at Hazelight and hinted at future possibilities for solo modes while confirming the importance of cooperation. As the launch date approaches, his passion and confidence in the project are palpable, with anticipation building for the game’s release on March 6th.
Insights from Josef Fares on *Split Fiction*
During our engaging conversation with Josef Fares, he quickly set the tone by expressing his excitement about *Split Fiction*. He confidently declared that what Hazelight has accomplished is nothing short of “incredible.” As the game’s release draws near, Fares hinted at some remarkable surprises, particularly the ending, which he believes will leave players in awe, stating, “When you see them, especially the ending, you will say that you have never seen this in a video game before.” We are eager to experience these revelations for ourselves when *Split Fiction* launches globally on March 6th.
Exploring the Differences and Inspirations Behind *Split Fiction*
To kick off our discussion, we asked Fares how *Split Fiction* differs from their previous title, *It Takes Two*. He explained, “While *It Takes Two* had a strong competitive element centered around fun and collaboration, *Split Fiction* focuses more on ‘connection.’ It’s up to the players to determine how they experience that connection.” He acknowledged that although they belong to different genres, both games share the unique Hazelight touch.
We also delved into the inspiration behind the characters Mio and Zoé, which Fares revealed were named after his daughters. He described this choice as a heartfelt tribute, aiming to foster a believable friendship narrative between the characters. “We wanted to develop the characters deeply, using the actresses’ personalities to enhance the story’s credibility,” he shared.
As we discussed various references within the game, Fares noted the inclusion of nods to beloved franchises like Donkey Kong and Assassin’s Creed. “These references serve as a love letter to our favorite gaming moments,” he said, teasing players about hidden surprises throughout the game. “You might miss some if you’re not paying close attention, but they add a fun layer to the experience.” He highlighted that these side stories introduce new worlds and mechanics, creating brief yet exhilarating gameplay segments.
When asked about the creative process at Hazelight, Fares admitted that organizing ideas is a significant challenge. “Finding new prototypes is relatively quick, but ensuring everything is polished and enjoyable takes time,” he explained. He described the rigorous environment at Hazelight, where new team members are playfully warned that they will be pushed to their creative limits. “It’s all about awakening the creative monster within,” he added, emphasizing the studio’s commitment to delivering a rich gaming experience.
As we wrapped up our conversation, we inquired about the possibility of a solo mode or expansion in the future. Fares reaffirmed that cooperation remains central to their games, though he hinted that players might see new elements in upcoming projects. “Who knows, maybe a solo mode will emerge, but it will definitely retain the Hazelight essence,” he said. However, he clarified there are currently no plans for DLCs or expansions.
As the launch date approaches, Fares expressed his confidence and passion for the project. “I feel super confident even. It’s going to be great,” he stated. While he admits to feeling tired from the workload, his enthusiasm for creating something meaningful shines through. “When you do something out of passion, you feel the passion,” he concluded.
With just three weeks until the release of *Split Fiction* on PC, PlayStation, and Xbox Series X/S, anticipation is building for Hazelight Studios’ next creation. We extend our gratitude to Josef Fares for sharing his insights and to the teams at Electronic Arts for their warm hospitality.