Split Fiction Dev Calls EA a ‘Good Partner’ as Hazelight Begins Work on Next Game

Hazelight director Josef Fares has taken the time to clear the air about his studio’s relationship with EA while promising that the It Takes Two and Split Fiction developer is already working on its next game.

The creative behind the infamous “f*** the Oscars” line spoke about Hazelight’s past, present, and future during an interview on the Friends Per Second podcast. For those who enjoyed Split Fiction, the studio’s most recent critically acclaimed co-op adventure, he says the team is already putting some early ideas together.

“For me, personally, every time a game is out, I’m kind of done with it. I’m kind of like, ‘OK, here’s the next thing,’” Fares explained when talking about his mentality after releasing Split Fiction. “This has been a bit extra special. I would say that it’s been the best-received game we have done, but to be honest, everybody is super happy, but I’m so fully-focused and excited on the next thing that we already have started.”

Fares declined to share too much about what Hazelight’s mysterious next title is called, what it’s about, or what kind of game it will be, mostly because work only began around one month ago. Hazelight is well known for the mark it’s left on co-op gaming, but for now, we’ll have to wait at least a few more years to hear how it plans to follow Split Fiction.

“There is a reason why I can’t talk about the next game; it’s because it’s quite early,” Fares added. “You do know, at Hazelight, we don’t work on [a] game more than three or four years. Three or four years is not so far away. Then we’re going to talk more about it. It’s way too early, but just know this: we are very, very, very, very excited here. Very excited, and we started working on this a month ago-ish.”

A Tale of Two Studios

Hazelight has worked with publisher EA on several titles in the last seven years. While games like A Way Out and It Takes Two have continued to secure the studio’s place as a leading developer in the industry, Fares said the company has had “zero” input when it comes to the games the developer chooses to work on.

“Here’s the thing, people don’t understand this: EA is a supporter. We don’t pitch games to them,” he explained. “We say, ‘We’re going to do this.’ That’s it. They have zero, and I mean zero, thing to say about what we’re doing next.”

While EA has a mixed reputation as a publisher, Fares said his experience with EA has been largely positive as Hazelight charges forward to what’s coming next.

“With that said, I have to say, they’re a good partner,” Fares added. “Nobody believes me. Whatever I say, they’re like, ‘Yeah, yeah. It’s EA.’ Look, I don’t know anything about what EA are doing. Maybe they’re f***ing up with other developers. With us, no. They respect us. They respect what we do. I’m very clear with them that they cannot interfere with what we do. Now, we have become one of their most successful studios.”

Split Fiction has easily solidified its place as another Hazelight success story in more ways than one. While it quickly propelled itself to high ratings from critics (IGN’s Split Fiction review returned a 9/10), it also managed to sell 1 million copies in only 48 hours and 2 million copies in just one week. That means it’s already outpacing its previous title, It Takes Two, which had sold 20 million copies as of October 2024.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Koei Tecmo know your Rise of the Ronin save file might be borked, promises they’re trying to figure out why

Rise of the Ronin is just not having a very good time on PC. The game only launched on Steam just last week, where it was quickly discovered that, oh dear, there are a lot of issues. Just a quick look at the game’s reviews will let you in on its myriad of problems, but one of the biggest ones that’s cropped up is an issue where save files are being completely wiped, obviously quite an annoying bug especially if you’ve put a lot of time into the game.

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Assassin’s Creed Shadows Review

It’s wild that it took almost 20 years and dozens of games for the biggest stealth action series around to finally bend towards feudal Japan. Assassin’s Creed Shadows makes the most of that theme, with a great pair of shinobi and samurai heroes sharing center stage that are well-written and fun to skulk through giant castles or wade into vicious battles with. Besides the setting, the bulk of the changes this time focus on making smaller tweaks to well-established systems, such as less cluttered maps and skill trees, while also doubling down on things that really worked in 2023’s Assassin’s Creed Mirage, like the more focused and tougher combat that accompanies its better paced main quests. It’s not a perfect reset, as imbalances and missed opportunities abound, but I feel more confident than ever that Assassin’s Creed could be back and here to stay.

Like a river in the rainy season, Shadows’ story overflows with cliches that are signature to fiction set in this era. Warriors wander the land to bring honor to themselves and their masters. Absent rulers let wealthy bureaucrats exploit the poor. Bandits hold the countryside in the cold grip of fear. If you’re a fan of James Clavell’s Shogun or the excellent movies of Akira Kurosawa, you have certainly seen the bulk of what protagonists Yasuke and Naoe are made to navigate. This isn’t a bad thing, and morally complex intersecting plots still keep the intrigue high, which is the same trick that made Assassin’s Creed Valhalla’s stories work when they did. I don’t think I was particularly wowed by the writing on a regular basis, but there are some standout moments of tense reflection and curious happenings sprinkled throughout. The typical Assassin’s Creed conspiracy woven into it fits perfectly within the war torn Sengoku period of Japan, too, like a hidden blade snugly in its wrist sheath.

The leads themselves are wonderful. You spend a lot of the early game with the sharp-witted and broody Naoe, who is among the last shinobi warriors of the Iga clan, a role thrust upon her by tragedy. That tragedy befell her in part by the hands of the charismatic hulk Yasuke, who is a tireless warrior for justice and peace. When they begin working together, they are frequently each other’s most reliable consul, with sound and often different perspectives on the events going on around them. In other words, they truly do balance one another, and while I don’t think either one would win popularity contests against other series stars like Ezio or Edward, together they serve as the bright light in the center of a largely dark tale of revenge.

The story is organized in a way that can be enjoyed in pieces and at your leisure without getting too lost between plot points.

The story overall is paced similarly to Valhalla, where the cardinal reason to be in each of the nine regions of the map is to play through a mostly self-contained chapter. That said, Shadows does a better job of making sure at least some story elements and characters don’t just completely vanish when you leave a region the way they did in its predecessor. Not every new lord or business man you meet becomes completely irrelevant after you’ve solved their problems. I also found these sections, and the overall time it took to move from chapter to chapter, to be more brisk and less filled with frustrating filler than past games. It’s still a bit too full of “go here, do that” as bridges between major moments than I’d prefer, but it’s organized in a way that can be enjoyed in pieces and at your leisure without getting too lost between plot points, almost like how one might read a good book.

Most of the missions in Shadows start on the objective board, a bigger and more elaborate chart of people that need assistance and targets that need eliminating adapted from Assassin’s Creed Mirage. Thematically, this approach matches the tone of using all the information you gather to identify hidden members of the secret society trying to plunge Japan into chaos. Functionally, the way it organizes outstanding tasks and the people involved is far more useful than the old bulleted quest lists. It does trade some of the magic of exploration away as a cost of this efficacy, though. More than once I organically stumbled across a jerk that couldn’t be talked down, just to kill them and find not only his crossed out profile tacked to my board, but also the exact number of remaining silhouettes of the gang I had no idea they were a part of until right then. But it’s a trade I would make every time.

Selecting a quest gave me a short list of clues to help discern where the objective was, which is easier to figure out depending on how well I’d searched that part of the map already. Past games have given hints to identify targets like this before, hoping to create some friction between you and the effort to find your quarry, but Shadows is the first one that I felt constantly made me look at my map and actually deduce where the spot in question might be by using those clues and some educated guesses. I could use scouts, one of the assets you can develop at your hideout, to assist in the narrowing process, pinging an area on the map and highlighting unidentified objectives in the zone. This doesn’t reveal hidden locations or features of the map outside of just a marker though, so it’s a bad way to clear fog of war from a distance. It will also cost one scout whether they find something or not, and scouts are replenished in very few ways, so scouting can be a real risk if you’re trying to make progress in the main story – especially early on.

I felt compelled to just ride through the countryside and genuinely explore.

Rather than lighting up your map with a galaxy of tooltips, Shadows mostly relies on sparse point-of-interest icons to push you towards the areas you’ll need to see the finer details of in-person. Even when you climb up to the signature highpoints to take a good long look at your surroundings, what you’ll see is a bevy of nondescript icons that tell you that something is out there, but you’re gonna have to hop down from that perch and go check them out for yourself to know what. I love this – I could feel my brain starting to detangle the checklist conditioning that years of these games had instilled in me. Not only did I feel compelled to just ride through the countryside and genuinely explore stuff without much expectation of grand rewards, I also felt no nagging compulsion to check off every possible thing to do in a region inorganically.

Most of these undiscovered locations fall into one of a number of reliable categories, like castles you can infiltrate and attempt to steal special gear from or any of the many villages scattered across Japan, but you can’t be sure unless you take it in for yourself. A common thing I would always stop to handle whenever I came across them were world activities – these are smaller locations and events that, when completed, add knowledge points to your characters, increasing their knowledge levels and adding new options to their skill trees. Not all of these events are exciting, with running around temples to find missing scroll pages being my least favorite, but they often don’t take too long and the points are worth it in the end. And in the case of something like the horse archery challenges, they can add an interesting distraction from the action for a short spell.

I was absolutely flooded by the cosmetics I unlocked just in the natural course of completing tasks and looting.

Between outings, I spent some time at the hideout, this iteration of Valhalla’s Ravensthorpe settlement. After collecting minerals, crops, and wood out in the world, you can use those resources to build and upgrade important buildings here that give you access to new assets. I spent the majority of my time at the forge managing my equipment, while other important buildings provide more passive additions or have features that can be managed in places outside of the hideout, like the new summoning ability from the dojo which let me call in help from certain allies I met during my adventure. I’m glad I didn’t have to dote on this place very much as I personally can’t be bothered to decorate a homestead, but for those interested in that sort of thing I was absolutely flooded by the cosmetics I unlocked just in the natural course of completing tasks and looting, so you’ll never be starved for options to spice the place up.

The real sightseeing, though, is out in the world. 1500s Japan is a beautiful place – there’s such a symphony of color over every hill and across every lake. Each season brings with it incredible landscapes, sometimes covered in the reddish brown of Autumn or entombed in deep white snow. In fact, I found the weather to be some of the best I’d ever experienced in an open world. It was hard not to be moved watching powerful winds pick up and bring in rolling thunderstorms, especially when watching how nature reacted to it all in real time, as flocks of birds took flight and ground critters scurry around to find safety. And not for nothing, but in my dozens of hours in Shadows I encountered remarkably few bugs for a game this size.

There are remarkably few quests where Naoe isn’t better suited for the task at hand.

The main 40-hour story revolves around the dual protagonists attempting to unmask and eliminate members of a deadly organization called the Shinbakufu. Once you’ve chosen a target, the multi-mission arcs give you regular opportunities to handle a situation with either Yasuke’s might or Naoe’s stealth. However, while there are certainly scenarios where one is more useful than the other, in general, there are remarkably few quests where Naoe isn’t better suited for the task at hand. This comes down to how their abilities are divided between them. If the classic Assassin’s Creed playstyle is the combination of exploration, parkour, stealth, and combat, Naoe can do all of these competently and excels at parkour and stealth. Yasuke, meanwhile, can’t climb very well or sneak around much due to his size and general lack of grace. He is a devastating force in combat – maybe the most overbearing and dominant protagonist in the series – but Naoe can simply sneak around most situations that Yasuke would cut his way through, solving them with so much less trouble if done well. As much as I like Yasuke, he’s far more limited and one dimensional in his style, with large parts of this game not quite designed to take advantage of his strengths in a way that feels intentional.

It’s particularly disappointing because Shadows does find ways to tailor missions around both of their skills on occasion, usually in bigger, more pivotal and important battles where both heroes need to operate together to succeed. These special missions are separated into sections that allow you to choose which character to proceed with, changing what’s asked of you depending on your choice. In a later game mission, Naoe is securing the perimeter of the castle walls, taking out gunmen, while Yasuke storms the place demanding to challenge this chapter’s foe to a duel for the lives of his hostages. Depending on who you play as, you’re either weaving through blockades to drop specific soldiers without alerting the whole castle, or you’re having a fierce duel against a powerful samurai. It’s awesome, and made the more homogenous space between these moments a real bummer.

Shadows does find ways to tailor missions around both of their skills on occasion, and it’s awesome.

Combat overall is more challenging than in the past. Enemies, especially in groups, are more aggressive, relying on combos and unblockable attacks as often as possible. They also tend to have solid defenses, both in that they block a lot and also in that many of them are armored, essentially giving them a second life bar. Effectively taking them down means having a solid defense of your own, dodging and deflecting their blows to make them vulnerable, and taking advantage before they recover. It requires a more thoughtful execution of your various abilities than previous games have, and I never felt like combat was a chore in and of itself – though the camera really struggled to keep all of the action in frame, and doubly so when inside buildings.

Straightforward combat really sings when playing as Yasuke, whose set of swords, naginata, kanabo, bows, and even guns are all perfect for decimating enemies. He is a juggernaut of a man outside of his toys, being able to literally run through walls and shake the earth with his blows. He’s also tough and can take many more blows before succumbing to his wounds. Naoe is very fragile by comparison, and while capable of doing lots of damage when enemies are vulnerable, she struggles to stagger them without the help of her tools. She gets overwhelmed easily by mobs, especially well-armored bruisers, and when the numbers get above three or four foes, I almost always found it better to drop a smoke bomb and disappear versus attempting to fight them all in an open melee.

This Assassin’s Creed takes the “Shadows” in its name seriously.

On the flipside, Naoe is a menace when striking from the shadows or catching enemies unaware. This Assassin’s Creed takes the “Shadows” in its name seriously, with darkness being a key part of her stealth gameplan. There are some new features that help her out, like being able to crawl and dodge while prone, as well as some returning ones like her Eagle Sense, which lets you see silhouettes of enemies through walls. The long-missing double assassination is back too, and all of these add up to make Naoe one of the most robust assassins in the series. Yasuke can’t hold a candle to his ninja counterpart in this arena.

Enhancing your combat abilities is mercifully less tedious than Valhalla’s skill constellation. Naoe and Yasuke have skill trees focused on their weapons and specialities, with every node feeling far more impactful than simple passive damage bonuses (which still exist, but in small amounts). Gaining new abilities is obviously the most impactful, but some of the real hidden gems add new functionality to weapons, like being able to turn certain attacks with Naoe’s chain sickle into grapples that let you pull enemies into obstacles or off of cliffs. Yasuke and his abundance of weapons made for some skill trees I largely ignored, especially his bow and teppo, as he is such a close ranged juggernaut that I had a hard time justifying spending my admittedly plentiful skill points on a ranged strategy I never embraced.

Speaking of excess, Shadows takes a big step backward from the work done around your inventory in Valhalla and Mirage. There are far too many pieces of randomized, color-tiered gear to pick up from fallen foes or as forgettable quest rewards that have no chance of making it into my rotation. Base stats like damage might make them relevant as last-minute stop gaps to keep your stats in line with bad guys at your level, but only until you find that next piece of legendary gear or earn enough resources to level up a piece you already like. The skills on legendary gear, like a kanabo that turns enemies into shrapnel grenades when you break their armor, are impactful in a way that the generic percentage buffs to XYZ skill that you get from the lower tiers of gear never even come close to.

Round Up: The Reviews Are In For Xenoblade Chronicles X: Definitive Edition

Give ’em Skell.

Well folks, at the time of writing, we’re merely a couple of days away from the launch of Xenoblade Chronicles X: Definitive Edition on Switch. As such, reviews of Monolith Soft’s revamped port have started to crop up and, spoiler alert, it sounds like a fresh trip to Mira may well be on the cards for many of you.

Looking at our own review for a moment, we said that Xenoblade Chronicles X: Definitive Edition is “up there with the all-time great sci-fi RPGs and an absolute must-play”, awarding it a coveted score of 10/10. Quite frankly, it’s a remarkable improvement over the original Wii U version, with Monolith introducing brand-new content, streamlining important mechanics, and boosting the visual quality.

Read the full article on nintendolife.com

Even with required ray tracing, Assassin’s Creed Shadows is blockbuster PC performance done right

Even though the Assassin’s Creed series has become something of a hooded, shifty-eyed poster child for AAA bloat and excess, its more recent editions have understood the need to keep the hardware side accessible, never over-gorging on fancy effects to the detriment of performance. That Assassin’s Creed Shadows adds mandatory ray tracing to its already hyper-detailed rendition of feudal Japan might, therefore, make it look like it’s going rogue.

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Discover Unforgettable Experiences in the Square Enix Publisher Sale

Discover Unforgettable Experiences in the Square Enix Publisher Sale

Summary

  • For a limited time, find great deals across the Square Enix catalogue on the Xbox Store.
  • Critically acclaimed games like Nier: Automata, the Final Fantasy Pixel Remasters, and Kingdom Hearts – HD 1.5+2.5 Remix – are currently discounted.
  • The Square Enix Publisher Sale lasts until March 31, visit the Microsoft Store to view the full range of offers.

The Square Enix publisher sale is here! Starting today, we are excited to bring you huge discounts across our Xbox catalogue. Whether someone is playing a new release or an all-time classic, our goal at Square Enix is to deliver unforgettable experiences to every player. Here are a few of the games that aim to do just that.

Kingdom Hearts – HD 1.5+2.5 Remix

Kingdom Hearts -HD 1.5+2.5 Remix– is an essential collection of the first six stories in the Kingdom Hearts series, a collaboration between Disney and Square Enix. Wield the legendary Keyblade and unlock the true power of friendship as you explore Disney worlds and defend them from darkness.

Final Fantasy I-VI Bundle

The games that inspired a generation come to life once more in the ultimate 2D pixel remaster! Enjoy universally updated 2D pixel graphics and a beautifully rearranged soundtrack as well as the original version. Experience improved gameplay including modernized UI, auto-battle options, and more. You can even access additional boost features to expand gameplay options, including switching off random encounters and adjusting experience gained multipliers between 0 and 4. There has never been a better time to check out the games that started it all.

Life is Strange: Double Exposure

Max Caulfield is thrust into a thrilling supernatural murder mystery – more dangerous than ever before! Forge allies and pursue suspects across two versions of reality, shaping both timelines through unforgettable choices. A relentless detective has Max in his sights, and Safi’s killer grows closer with every clue uncovered. Can Max survive long enough – to do the impossible?

Nier:Automata: Become as Gods Edition

Humanity has been driven from the Earth by mechanical beings from another world. In a final effort to take back the planet, the human resistance sends a force of android soldiers to destroy the invaders. Now, a war between machines and androids rages on… A war that could soon unveil a long-forgotten truth of the world.

Final Fantasy XV Royal Edition

Noctis, crown prince of the magical Kingdom of Lucis, embarks on a quest to reclaim his homeland in this action RPG. In an action-packed battle system, channel the power of your ancestors to warp effortlessly through the air in thrilling combat, and together with your comrades, master the skills of weaponry, magic and team-based attacks. Long time fans and fresh faces alike, get ready to experience cutting-edge interactive entertainment in this fantasy based on reality.

These titles and more will be on sale until March 31. Head to the Microsoft Store to see the full range of discounts.

The post Discover Unforgettable Experiences in the Square Enix Publisher Sale appeared first on Xbox Wire.

Boss of Baldur’s Gate 3 Dev Larian Says Single-Player Games Aren’t Dead: ‘They Just Have to Be Good’

One of the oldest discourses in the gaming space has circled around again: the question of whether big single-player games are “dead.” This time, Larian Studios CEO Swen Vincke, who spearheaded development on the blockbuster hit single-player game Baldur’s Gate 3, has weighed in on the matter with a firm position.

Posting on X/Twitter, Vincke noted it’s “that time of the year again when big single-player games are declared dead.” His response: “Use your imagination. They’re not. They just have to be good.”

It would be hard to deny Vincke knows exactly what he’s talking about. Larian built up its reputation game over game, producing stellar CRPGs like Divinity: Original Sin and Divinity: Original Sin 2 before taking the reins on Baldur’s Gate 3 and, by all accounts, delivering.

Vincke has previously made headlines for his concise insights, whether on the stage at The Game Awards or off. He’s emphasized the passion behind development, respecting the developers and players, and caring about the games. In that light, this take on the ages-old discourse may not be surprising, but it’s still reaffirming.

Indeed, 2025 has already seen at least one major single-player hit in the form of Warhorse Studios’ Kingdom Come: Deliverance 2. There are still many months left to go in the year, and that’s plenty of time for other single-player games to steal the spotlight for themselves too.

Larian of course decided to walk away from Baldur’s Gate 3 and indeed Dungeons & Dragons to make a brand new IP. Speaking to IGN at this year’s Game Developers Conference, SVP of digital games at Hasbro Dan Ayoub teased fans may hear more on what’s next for the Baldur’s Gate series soon.

Eric is a freelance writer for IGN.

In Ginger, you speak an unknown language through your keyboard to weave a world

I’m still learning how to say “ginger” in Ginger, which was recommended to us by Maw feeder Fachewachewa. It’s listed in the game’s dictionary, and I have worked out how to say “er” – A + space + down arrow – and “g” – shift + S + space + up arrow. But I’m struggling to string together these consonants and vowels into words. It turns out computer keyboards are not an intuitive way of operating the human voicebox. This, of course, is what makes Ginger fascinating.

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