
Did We Actually Do That?: Josef Fares Explains How Split Fiction Pushes the Co-Op Adventure Genre Further Than Ever
news.xbox.com
There was a moment, after years of development on Split Fiction began to come to a close, where director Josef Fares found himself playing through his latest co-op narrative adventure, and had something of a revelation.Its kind of crazy. [During development] you play the game a lot like over and over and over again. The last time I played it, with one of the lead designers, I was sitting there, like, What the f**k have we done here? Its almost like when you wake up from a dream: Did we actually do that? Its crazy how much stuff is in there.With Split Fiction coming to Xbox Series X|S tomorrow, March 6, Fares is in a reflective mood. The team at his studio, Hazelight, has already started work on their next game, but this feels like a brief moment where Fares can look back rather than forward. And the overall feeling I get from him is one of pride in how hes seen his team progress.Hazelight effectively created the genre it now makes games within after experimenting with how a single-player, narrative-led adventure can be delivered with multiple characters in the modern classic Brothers: A Tale of Two Sons, Fares created his current studio with a goal of pushing that idea further. A Way Out saw the team create a truly original co-op only tale, and then pushed that into truly mind-blowing territory with the award-winning It Takes Two. Split Fiction takes the idea forward again, using the more familiar video game worlds of fantasy and sci-fi, but blending them and blowing them apart with new ideas that arrive at breakneck pace one moment, youre escaping from trolls through a beleaguered medieval village, the next youre a cyber-ninja slashing or laser-whipping scores of enemies, and then youre suddenly a couple of magical pigs who well, Ill let you find out about that bit on your own.It might initially seem like a familiar format for Hazelight this is still a game that requires two players (either local or online), and uses a mixture of single- and split-screen sections to throw new mechanics at you constantly. But Fares sees this as a true step forward in how competently his team can make new mechanics, and tell experimental stories.Its a natural evolution, he tells me. A more mature team, better technical tools, better understanding of design of the mechanics, were better at writing a story for co-op, and obviously weve become better knowing what and what not to cut early. Play it through. Trust me get to the ending. Youll see stuff that you havent seen in a video game.Josef FaresHe doesnt think that an earlier version of Hazelight could have created Split Fiction, in effect and makes clear that, no matter how familiar you are with their older games, Hazelight has hidden some truly magical new ideas in here:Play it through. You will understand what I mean. Trust me get to the ending. Youll see stuff that you havent seen in a video game.I ask, then, if the core drive for Hazelight is to make things no one else has tried to but Fares sees his work in a more nuanced way.The number one key thing at Hazelight is that there is a passion to what we do. Theres no specific rule, like, Oh there has to be a new thing all the time. We just to have to feel that passion, because if its not there, the game wont be good. Period. But we also love to push ourselves forward, like, What can we do that we havent tried before? Can we do this thing that we havent tested before? Its always nice to challenge ourselves. It was the idea of combining sci-fi and fantasy that was the initial passion for Split Fiction the story sees two writers invited to a tech company in hopes of getting a publishing deal, before one realises that theyll in fact have their ideas drained and repurposed by a newly invented technology. After an altercation, both writers are pulled into the same simulation based on their creations, and their very different ideas begin to blend into one another. You (and your co-op partner) will play through the wild results in what Fares describes as a playable buddy movie.And its in that blend of ideas that Fares and his team found their way to go further than their previous work.Its about taking this to the next level, then the next level what can we do to keep the players on their toes, keeping this, What the f**k is going on? feeling and making sure that the pacing feels right. Theres always something around the corner thats going to surprise you and delight you. In Split Fiction, [theres a section where you ride] dragons just one of those dragons took, I think, eight months to create. Of course, this is a huge amount of work. Split Fiction feels as though its introducing new mechanics every 15 minutes, and jettisoning the old ones but it cant allow each new idea to feel half-baked.In Split Fiction, [theres a section where you ride] dragons just one of those dragons took, I think, eight months to create. And in the beginning of my career, a lot of the team members were like, Why are we doing all this and youre only playing it for like 10 minutes?But heres the thing. [In a] movie, if you have a great scene that cost a lot of money, you dont reuse that scene because it cost a lot of money. I do feel sometimes that cool moments like that wouldnt have been as cool if we just reused them all the time. There is [an idea] in video games that, just because something was very expensive, it needs to be reused. But why? Why do you have to reuse it? Because that takes away the actual feeling of when you first experienced it.Split Fiction takes that philosophy to its natural endpoint by including huge sections of totally optional content. It Takes Two included some mini-games along the way, but these sections (accessed through portals youll find along the way) go so much further.Here, its actually full-blown worlds with new mechanics, sometimes bosses, new visual worlds. Its literally almost like a new game inside the game. Its a truly brave approach to design, but Fares has been emboldened simply by the success this approach has brought. Millions of people bought his last two games, showing a desire for exactly what hes doing.Not that hed change course, anyway:Well, heres the thing Ive never adapted to anyone, even on Brothers. I really dont care, to be honest. At Hazelight, we always do our vision. Weve done it since the start. On Brothers, there was a lot of questioning. A Way Out, a lot of questioning. It Takes Two as well.Sure, there are fewer questions from the outside [now] it doesnt really matter. The game will always be the game that we want to do. The one thing I guarantee is that Hazelight will always be about passion, about making games that we love to make. Well never change.Fares wont let on what Hazelights next game might be and even if will continue the co-op form of its previous work but Split Fiction proves that his team wont be sitting still. Im almost certain that, in a few years, Fares will be sitting down again and asking himself, Did we actually do that? Split FictionElectronic Arts29$49.99$44.99Pre-orderEmbrace mind-blowing moments as youre pulled deep into the many worlds of Split Fiction, a boundary-pushing co-op action adventure from the studio behind 2021 Game of the Year Winner, It Takes Two. Mio and Zoe are contrasting writers one writes sci-fi and the other writes fantasy who become trapped in their own stories after being hooked up to a machine designed to steal their creative ideas. Theyll have to rely on each other to break free with their memories in-tact, working together to master a variety of abilities and overcome diverse challenges while jumping between sci-fi and fantasy worlds in this unexpected tale of friendship.Split Fiction is a unique action-adventure experience that keeps you on the edge of your couch with unexpected moments. One minute youre taming adorable dragons and the next youre fighting as cyber ninjas, escaping terrifying trolls, or dodging hover cars thrown by a robotic parking attendant. Its weird, its wild, and its designed to be shared.Grab your co-op partner and get ready to overcome any obstacle thrown your way. TRUE CO-OP ADVENTURE This split-screen adventure is tailored for two. Experience co-op gameplay where youll have to coordinate your actions and timing as well as work together to overcome challenges. Invite a partner to join you for free, for cross-platform play, with the Friend's Pass*. This wild ride comes to you from Hazelight, the co-op thrill-makers that brought you It Takes Two and A Way Out. UNPARALLELED VARIETY Discover new mechanics and abilities in every level of your adventure, which will alternate between sci-fi and fantasy settings. Escape a sun thats going supernova, challenge a monkey to a dance battle, try out some cool hoverboard tricks, fight an evil kitty, and ride everything from gravity bikes to a sandshark. Experience worlds that are entirely different from each other, unexpected new abilities, and a range of gameplay that includes platforming, stealth, puzzles, and more. There are surprises waiting for you and your partner in every new level. THE POWER OF FRIENDSHIP Mio and Zoe dont get along at first, but soon enough they become each others only hopes. This journey will throw unexpected twists at them and if they want to make it through, theyll need to have each others backs. Theyll encounter both bizarre situations as they traverse stories born from their own wild imaginations. Most importantly theyll face it all together.*Friends Pass requires installation of the Friends Pass, persistent internet connection and applicable platform account. One user must own the full game in order for the co-op player to play the full game.CONDITIONS AND RESTRICTIONS APPLY. SEE www.ea.com/legal FOR DETAILS 2025 Hazelight Studios AB. Split Fiction and Hazelight are trademarks of Hazelight Studios AB. EA Originals is a trademark of Electronic Arts Inc.
0 Commentarii
·0 Distribuiri
·32 Views