Split Fiction, the eagerly awaited cooperative adventure from the mastermind behind It Takes Two, has unfortunately become a target of piracy shortly after its debut. Launched on March 6, 2025, across various platforms including PC via Steam, the game quickly gained both critical and player acclaim, but it also drew the attention of hackers.
Despite its success and positive early reviews on Steam, Split Fiction fell prey to piracy due to the absence of strong DRM (Digital Rights Management) protection. Electronic Arts made the decision not to use Denuvo, a commonly employed anti-tamper technology, leaving the game more susceptible to unauthorized access. This choice made it easier for tech-savvy individuals to crack the game, leading to its distribution on piracy sites within days of release.
This incident underscores the persistent challenges game developers face in safeguarding their creations from piracy while striving to maintain user-friendly accessibility and optimal performance. While many gamers appreciate games without intrusive DRM like Denuvo, the lack of such protections can expose titles to rapid exploitation post-launch.
Crafted by the visionary behind It Takes Two, Split Fiction has earned praise for its innovative co-op mechanics, compelling narrative, and striking visuals. Feedback from early players on Steam echoes this sentiment, with many lauding the game as a fitting follow-up to Josef Fares' earlier work.
The game offers a distinctive cooperative experience, combining clever puzzles, emotional storytelling, and dynamic gameplay. Its popularity among paying customers highlights the potential negative impact of piracy on sales and the developer's earnings.
The decision to omit Denuvo from Split Fiction has reignited debates about the role of DRM in contemporary gaming. While some contend that DRM can hinder game performance and alienate legitimate users, others see it as a crucial barrier against piracy.
In the context of Split Fiction, the absence of DRM may have facilitated its swift compromise, prompting questions about whether Electronic Arts underestimated the hackers' speed and efficiency.