Hazelight Studios' journey under the creative leadership of Josef Fares continues to redefine what’s possible in narrative-driven, cooperative gaming — and with Split Fiction’s explosive success, the studio is already sprinting toward its next chapter.
Fares’ candid and passionate tone on the Friends Per Second podcast reveals not just a developer deeply in love with storytelling and player connection, but one who operates with unwavering artistic autonomy. His emphatic declaration — "They have zero—and I mean zero—say in what we decide to create next" — is a powerful statement in an industry where publisher interference often silences bold creative visions. The fact that Hazelight has maintained full creative control over A Way Out, It Takes Two, and now Split Fiction is not just rare — it’s revolutionary.
Why This Partnership Works
While EA is famously associated with commercial franchises and profit-driven strategies (think Battlefield, FIFA, The Sims), their relationship with Hazelight stands apart. As Fares notes, EA isn’t a director — they’re a supporter. The studio pitches no concepts for approval. They don’t need to justify artistic choices. Instead, they say: "We're making this." And EA listens — and funds.
This kind of trust is golden. It means Hazelight can take risks — emotional, mechanical, narrative — without fear of compromise. The result? Games that feel deeply human, intimate, and innovative. It Takes Two wasn’t just a hit; it was a cultural moment, a celebration of love, conflict, and collaboration — all through gameplay. Split Fiction builds on that legacy, deepening the emotional core while introducing fresh mechanics and a hauntingly original premise.
The New Project: What We Know (And Don’t)
- Still in early concept phase: Fares confirmed that development officially began just a month ago — still in the "blue sky" brainstorming phase.
- No name, no genre, no premise — yet. But the energy is palpable: "I'm already completely focused and energized by the new project we've begun."
- Development window: 3–4 years, as always. That’s a long time to wait, but it suggests Hazelight is taking its sweet time to get it perfect. No rushed sequels, no gimmicks — just craftsmanship.
Fans may be anxious for details, but Fares’ silence isn’t a sign of secrecy out of fear. It’s a sign of respect — for the idea, for the team, and for the player experience. He knows that premature hype can poison a game before it’s even born.
The Legacy Is Growing
- Split Fiction sold 2 million copies in just seven days — a record-breaking start, even compared to It Takes Two’s 20 million lifetime sales.
- It received a 9/10 from IGN, praised for its emotional depth, inventive co-op mechanics, and devastating narrative twists.
- The game's success proves that players still crave meaningful, hand-crafted experiences — not just big-budget action or endless open worlds.
And yet, Fares isn’t resting on laurels. He’s already thinking about what comes after Split Fiction. That mindset — "I’m done with it, what’s next?" — isn’t just a creative trait. It’s a philosophy. A refusal to repeat, to coast, to rely on past glories.
Final Thoughts
Hazelight Studios isn’t just making games. They’re redefining what games can be — intimate, emotional, collaborative, and brave. With Josef Fares at the helm and a publisher that trusts him completely, the future is not just bright — it’s unpredictable.
When the next Hazelight title finally arrives, it won’t just be a game. It’ll be a moment — a shared experience, a challenge to the soul, a story that lingers long after the credits roll.
Until then, fans can only wait — and dream.
“We started work on this roughly a month ago.”
— Josef Fares, Hazelight StudiosAnd the world is already watching.