Compare Split Fiction vs It Takes Two

Split Fiction
It Takes Two

Quick verdict

What each product is best for

Choose Split Fiction for character development and age appropriateness.

Choose It Takes Two for exploration quality and world interactivity.

Comparison Takeaways

Split Fiction

Where It Has the Edge

  • character development is 4.5 vs 2.0. Character development earned praise from reviewers who felt Mio and Zoe’s relationship and emotional growth paid off.
  • age appropriateness is 4.0 vs 3.0. Age appropriateness was considered fitting for a Teen rating, with some language and blood but nothing gratuitous.
  • family friendliness is 4.0 vs 3.0. Family friendliness was supported by forgiving co-op design that can work across different skill levels.
  • difficulty balance is 4.1 vs 3.2. Difficulty was seen as forgiving but more demanding than earlier Hazelight games, especially for casual or unseasoned partners.

It Takes Two

Where It Has the Edge

  • exploration quality is 5.0 vs 2.2. Exploration is praised where reviewers emphasize that playful, interactive spaces reward looking around and traversing levels.
  • world interactivity is 4.9 vs 2.5. Interactive spaces are a major strength, with reviewers praising playful objects, rewarded curiosity, and dense environmental interactions.
  • side character depth is 4.5 vs 2.3. Side characters are generally praised for providing laughs and inventive background flavor.
  • bug frequency is 4.0 vs 2.5. Bug frequency appears low in the evidence, with one review reporting only minor graphical bugs plus one checkpoint-reset...
Average score
Split Fiction
4.2
It Takes Two
4.5
exploration quality
Split Fiction
2.2

Exploration was criticized where invisible walls and glitches undercut curiosity.

It Takes Two
5.0

Exploration is praised where reviewers emphasize that playful, interactive spaces reward looking around and traversing levels.

character development
Split Fiction
4.5

Character development earned praise from reviewers who felt Mio and Zoe’s relationship and emotional growth paid off.

It Takes Two
2.0

Character development draws criticism from two reviews that felt May and Cody's marital issues were not explored deeply enough.

world interactivity
Split Fiction
2.5

World interactivity was limited because some props amused briefly but did not reward or advance players.

It Takes Two
4.9

Interactive spaces are a major strength, with reviewers praising playful objects, rewarded curiosity, and dense environmental interactions.

side character depth
Split Fiction
2.3

Side character depth was weak, especially around the one-dimensional CEO/villain.

It Takes Two
4.5

Side characters are generally praised for providing laughs and inventive background flavor.

bug frequency
Split Fiction
2.5

Bug frequency was low for some but notable in reviews citing glitches, snags, and a specific failed checkpoint interaction.

It Takes Two
4.0

Bug frequency appears low in the evidence, with one review reporting only minor graphical bugs plus one checkpoint-reset issue.

voice acting
Split Fiction
3.4

Voice acting was mixed, with some praise for performances but criticism that delivery did not elevate weaker writing.

It Takes Two
4.8

Voice acting is strongly praised across reviews as fantastic, phenomenal, well acted, and top-tier.

onboarding experience
Split Fiction
3.4

Onboarding was praised for intuitive design but criticized on Switch 2 crossplay setup for poor in-game explanation.

It Takes Two
4.8

The onboarding is praised for welcoming new or non-gamer partners without heavy-handed teaching.

writing quality
Split Fiction
2.4

Writing quality was the most common weakness, with repeated complaints about dull characters, cliches, and amateurish story beats.

It Takes Two
3.4

Writing quality is split between praise for snappy, excellent writing and criticism that the tone is uneven or disappointing beside the gameplay.

age appropriateness
Split Fiction
4.0

Age appropriateness was considered fitting for a Teen rating, with some language and blood but nothing gratuitous.

It Takes Two
3.0

Age appropriateness is mixed-to-cautious: reviewers note mature themes, marriage metaphors, and challenge that may not fit younger children.

family friendliness
Split Fiction
4.0

Family friendliness was supported by forgiving co-op design that can work across different skill levels.

It Takes Two
3.0

Family friendliness is limited by language and teen-rated content despite the otherwise loved cooperative experience.

difficulty balance
Split Fiction
4.1

Difficulty was seen as forgiving but more demanding than earlier Hazelight games, especially for casual or unseasoned partners.

It Takes Two
3.2

Difficulty is mixed: several reviewers found it forgiving or not very challenging, while others noted frustration or a gradual, approachable curve.

frame rate stability
Split Fiction
4.0

Frame rate stability was platform-dependent: strong on most versions, but Switch 2 had noticeable dips in demanding moments.

It Takes Two
5.0

Frame rate stability is praised across PC/console/Switch coverage, with reviewers noting steady or smooth performance.

soundtrack quality
Split Fiction
3.7

Soundtrack quality was mixed: some heard an upgrade or strong genre styling, while another found it forgettable.

It Takes Two
4.7

The soundtrack is usually praised as fitting, cinematic, and emotionally effective, though one reviewer found some music generic.

value for money
Split Fiction
4.0

Value for money was helped by Friend’s Pass and sharing features, though one review noted it was shorter and more expensive than its predecessor.

It Takes Two
4.9

Value for money is praised due to long runtime, Friend Pass, replay value, sale pricing, and perceived worth.

performance optimization
Split Fiction
4.8

Performance optimization was praised across several reviews, with smooth operation on consoles and strong overall polish.

It Takes Two
4.0

Performance optimization is mostly positive in the cited review, with only occasional frame-rate dips in heavier scenes.

camera behavior
Split Fiction
3.8

Camera behavior was split between praise for clear tracking and complaints about awkward perspective shifts.

It Takes Two
4.5

Camera behavior receives a positive note for keeping up with fast, dynamic action.

learning curve
Split Fiction
4.0

The learning curve was approachable for experienced players but could require adjustment for casual players.

It Takes Two
4.7

The learning curve is viewed positively, especially for non-gamers, with gradual skill development and inclusive design.

originality
Split Fiction
4.4

Originality was mixed: some called it audacious or original, while another argued it was polished more than new.

It Takes Two
5.0

Originality is praised through reviewers calling the game rare and among the most creative co-op experiences they have played.

polish
Split Fiction
4.4

Polish was generally strong, though some reviewers mentioned rough gameplay stretches or platform-specific compromises.

It Takes Two
5.0

Polish is praised through comments about thoughtful production, virtual glitch-free execution, and masterful construction.

online stability
Split Fiction
4.3

Online stability was generally positive, with rare lag or strong latency reports.

It Takes Two
3.8

Online stability is mostly positive but not perfect, with rare rubberbanding or server drops not erasing much progress.

checkpoint system
Split Fiction
4.5

The checkpoint system was consistently praised for generosity, fast respawns, and reducing frustration.

It Takes Two
5.0

Checkpointing is praised as extremely generous or instant, making experimentation and deaths less punishing.

boss design
Split Fiction
4.2

Boss design was often praised for imagination and spectacle, with some caveats around daunting or repeated patterns.

It Takes Two
4.7

Bosses are praised as fun, challenging, cinematic, and sometimes wonderful, with checkpoints supporting the tougher encounters.

couch co-op quality
Split Fiction
4.5

Couch co-op quality was praised for local convenience and the way Hazelight supports shared-play experiences.

It Takes Two
5.0

Couch co-op is repeatedly praised as a natural or superior way to experience the game.

movement feel
Split Fiction
4.5

Movement received strong praise for added weight, consistency, and approachability.

It Takes Two
5.0

Movement is repeatedly described as freeing, smooth, delightful, and enjoyable across jumping, dashing, and traversal.

platforming precision
Split Fiction
4.5

Platforming was repeatedly called precise and immediately satisfying.

It Takes Two
5.0

Platforming precision receives strong praise, with reviewers calling it responsive, precise, and effortless.

animation quality
Split Fiction
4.5

Animation quality was praised in the technical review, especially for effective character animation.

It Takes Two
5.0

Animation is praised for Pixar-like presentation, squash-and-stretch style, and strong mocap-style character work.

core gameplay loop
Split Fiction
4.5

The core loop was praised as gameplay-first, using its premise mainly to enable new co-op situations.

It Takes Two
5.0

The core loop is described as a well-crafted platforming foundation that supports the game's cooperative variety.

environmental detail
Split Fiction
4.5

Environmental detail was praised for keeping varied worlds visually interesting.

It Takes Two
5.0

Environmental detail is praised in both character materials and intricate level spaces.

handheld play suitability
Split Fiction
4.5

Handheld play suitability was praised for portable convenience despite technical tradeoffs.

It Takes Two
4.0

Handheld suitability is positive overall, with similar handheld and docked performance, though controller and visual compromises remain.

multiplayer design
Split Fiction
4.5

Multiplayer design was praised for fitting the exclusively co-op approach and supporting differing skill levels.

It Takes Two
5.0

Multiplayer design is praised as fully built around two players, with local, online, and cooperative structure central to the experience.

world-building
Split Fiction
4.5

World-building was praised for immersive, explorable worlds built from the protagonists’ imaginations.

It Takes Two
5.0

World-building is praised for imagination and character shining through the whole adventure.

gameplay mechanics
Split Fiction
4.4

Reviewers broadly praised the constantly changing mechanics and strong moment-to-moment play, though a few found some actions forgettable or simple.

It Takes Two
4.9

Reviewers overwhelmingly praise the mechanics as simple to grasp yet constantly inventive, with several genres and toolsets executed well.

graphics quality
Split Fiction
4.6

Graphics were usually praised as gorgeous or stunning, with Switch 2 visual compromises noted by one reviewer.

It Takes Two
4.2

Graphics are praised on stronger hardware but notably compromised on Switch, where reviewers describe rough visuals and graphical tradeoffs.

dialogue quality
Split Fiction
2.8

Dialogue drew mixed responses, ranging from thoughtful and believable to painfully uninspired or full of cliches.

It Takes Two
2.4

Dialogue quality is mixed, with some humorous or realistic dialogue but repeated criticism of Dr. Hakim as cringy or uncomfortable.

split-screen quality
Split Fiction
4.2

Split-screen quality was useful for coordination, though small handheld details could still be harder to read.

It Takes Two
4.5

Split-screen quality is praised for companionship and smooth two-window play, especially despite Switch limitations.

controls responsiveness
Split Fiction
4.5

Controls were generally seen as responsive and intuitive, with one Switch 2 local controller setup working without issue.

It Takes Two
4.8

Controls are widely praised as responsive, tight, natural, and accessible, with only the Switch Joy-Con feel drawing a mild caveat.

platform-specific feature support
Split Fiction
4.5

Platform-specific support stood out on Switch 2 through kickstand/tabletop play and Game Share functionality.

It Takes Two
4.3

Platform-specific support on Switch is praised for multiple play options, though practical compromises remain.

protagonist appeal
Split Fiction
2.8

Protagonist appeal was mixed because several reviewers needed time to warm up to Mio and Zoe, or never found them interesting.

It Takes Two
2.6

Protagonist appeal is polarized: some reviewers found Cody and May real or excellent, while others found them irritating, bitter, or unlikeable.

pacing
Split Fiction
4.2

Pacing was one of the most praised areas, though a minority felt certain ideas lingered too long or were not flawless.

It Takes Two
4.4

Pacing is mostly praised as breakneck, fantastic, and expertly paced, though one reviewer felt the game overstayed its welcome and another noted one section ran long.

content variety
Split Fiction
4.8

Content variety was a major strength, especially side stories, genre shifts, and constantly changing mechanics.

It Takes Two
5.0

Content variety is one of the strongest consensus points, with reviewers praising constant new mechanics, tools, genres, settings, and minigames.

innovation
Split Fiction
4.8

Innovation was strongly praised through creative levels, final sequences, and inventive co-op design.

It Takes Two
5.0

Innovation is strongly praised for its original, constantly changing co-op mechanics and creative approach.

puzzle design
Split Fiction
4.8

Puzzle design was consistently praised for co-op dependence, teamwork, and creativity, with only occasional simplicity noted.

It Takes Two
5.0

Puzzle design is praised for making both players collaborate, with tools and level setups creating satisfying shared problem solving.

art direction
Split Fiction
4.6

Art direction was widely praised for striking worlds, scale, and strong creative environments, even on compromised hardware.

It Takes Two
4.8

Art direction is widely praised as remarkable, gorgeous, imaginative, and strong enough to survive Switch visual compromises.

replay value
Split Fiction
3.8

Replay value was mixed: alternate characters and modes help, but some reviewers still saw it as a one-and-done game.

It Takes Two
3.9

Replay value is generally positive due to swapped characters and replayable minigames, though one reviewer personally had no desire to replay.

fun factor
Split Fiction
4.7

Fun factor was consistently high, even among more critical reviewers.

It Takes Two
4.9

Fun factor is exceptionally strong, with most reviewers calling it joyful, blast-like, highly enjoyable, or one of their most fun recent games.

narrative quality
Split Fiction
3.3

Narrative quality divided reviewers: some liked the human story and concept, while others found the plot predictable or forgettable.

It Takes Two
3.4

Narrative quality is divisive: some reviewers found the relationship story moving or healthy, while others called it shallow, predictable, or poorly told.

co-op experience
Split Fiction
4.8

Co-op experience was the strongest consensus point, repeatedly described as excellent, accessible, communicative, and central to the fun.

It Takes Two
5.0

Co-op experience is the clearest strength, with every review praising how essential, joyful, collaborative, or unusually strong the cooperative play feels.

level design
Split Fiction
4.8

Level design stood out for memorable finales, strong set pieces, and mechanics that could sustain larger ideas.

It Takes Two
4.9

Level design is consistently praised as creative, intricate, masterfully mapped out, and varied across imaginative environments.

emotional impact
Split Fiction
4.5

Emotional impact landed for several reviewers, especially through friendship themes and later character moments.

It Takes Two
4.6

The emotional impact is often strong, especially around relationship reflection, ending moments, and co-op connection, though divorce sensitivity is a caveat.

accessibility options
Split Fiction
3.7

Accessibility support was praised for options like damage reduction and checkpoint skipping, though one review encountered a failed QuickTime accessibility workaround.

It Takes TwoNo score yet
atmosphere
Split FictionNo score yet
It Takes Two
5.0

Atmosphere is praised for wonder, warmth, and imaginative environmental mood.

combat system
Split Fiction
4.0

Combat was described positively when the game shifts into shooter and action-platforming sequences.

It Takes TwoNo score yet
competitive balance
Split FictionNo score yet
It Takes Two
4.0

Competitive balance is mixed: core roles are praised as equal, but some minigames or character roles are described as one-sided.

cross-play support
Split Fiction
4.5

Cross-play support was praised as player-friendly and helpful for Friend’s Pass co-op.

It Takes TwoNo score yet
cross-save support
Split Fiction
4.5

Cross-save/progression support was praised where non-host progression carried over.

It Takes TwoNo score yet
facial animations
Split Fiction
4.5

Facial animation/lip sync received specific praise from one reviewer.

It Takes TwoNo score yet
flying mechanics
Split Fiction
2.8

Flying was more divisive, with reviewers citing some early flying sections and dragon flight as weaker or imprecise.

It Takes TwoNo score yet
immersion
Split FictionNo score yet
It Takes Two
5.0

Immersion is praised through absorbing environments and gameplay that reinforces the couple/co-op premise.

matchmaking quality
Split Fiction
3.0

Matchmaking quality was limited because finding a partner could still be a challenge.

It Takes TwoNo score yet
mission variety
Split Fiction
3.9

Mission variety was strong overall, but a few sci-fi sections were called less memorable.

It Takes TwoNo score yet
monetization fairness
Split FictionNo score yet
It Takes Two
5.0

Monetization fairness is praised because Friend Pass/pro-consumer ownership rules let two people play without both buying full copies.

progression system
Split Fiction
3.0

Progression was intentionally minimal, with no score tracking or skill leveling, which some players may find limiting.

It Takes TwoNo score yet
quest design
Split Fiction
4.5

Side-story quests were considered worthwhile and rewarding to find.

It Takes TwoNo score yet
server reliability
Split FictionNo score yet
It Takes Two
3.5

Server reliability is mixed in the Switch evidence because online play was mostly solid but had a couple of server drops.

sound design
Split FictionNo score yet
It Takes Two
5.0

Sound design is repeatedly praised as outstanding, top-notch, rich, whimsical, and technically impressive.