Split Fiction is not It Takes Two, Two.

I’m being a little facetious, of course.

But the underlying truth is still there.

Close Up of Sciel from Clair Obscur Expedition 33.

Instead, it made for a very rough landing.

Split Fiction is a good game.

It Takes Two was never that.

TG Oblivion sneaking through fort dungeon with 2006 text floating

It was all about the experience being shared.

This time around, fewer people will feel that.

That’s not to say it’s impossible.

simon rests his sword on his shoulder in clair obscur: expedition 33.

Split Fiction Commits To Its Ideas More

It’s not just a difficulty spike either.

This lack of teamwork can leave the other player feeling a little stranded.

It doesn’t get much better on the flipside either.

Mio and Zoe on a frozen bench in Split Fiction

Shooting multple targets with alternate ammo in sync is very different to fighting a cartoon bee.

It Takes Two never felt like that.

Whether you did the same job together or worked in tandem, you felt like a team.

Zoe and Mio stare at the simulation in Split Fiction.

Here, it is.

Two gamers playing together will have a completely different and likely elevated experience from It Takes Two.

This is where the long levels come back in.

split-fiction-cover-art.jpg

One of It Takes Two’s best assets wasits bravery in letting go of ideas.

It threw brilliant concepts at you, then replaced them before they grew stale.

And across a whole game, the answer to that question ceases to matter.

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