Open-world crime game Samson had to be pared back mid-development, which led to its unusual structure: ‘It’s become more unique’

Each day begins for Samson with the weight of insurmountable debt pressing heavily on his mind. The stakes are high, and the choices he faces are stark: he can resort to desperate measures—such as orchestrating heists, extorting businesses, or confronting rival gangsters—or he can watch his financial burdens multiply. The consequences of failure loom large, threatening not just his livelihood but also the safety of his sister.

The reality of the industry hit us about a year ago, and we laid off half the team … And those were our friends, and that hurt.

Christofer Sundberg

In the realm of open-world crime narratives, high stakes are a familiar theme, yet few games place such intense pressure on players. Samson, set to launch on Steam and EGS on April 8, breaks this mold. Players are tasked each morning with meeting a financial target, armed with a limited number of action points to strategize their day. The balance between story missions and lucrative jobs is delicate; neglecting a task could summon debt collectors, ready to extract payment with ruthless efficiency.

(Image credit: Liquid Swords)

Despite its origins in challenging circumstances, Samson has evolved into a compelling offering. Set against the backdrop of Tyndalston—a city marked by decay and vice—the game’s mechanics resonate with its environment, providing a fresh take in a genre often dominated by titles like Grand Theft Auto. “It’s become more unique,” Sundberg reflects. “The original game had its merits, but this iteration feels more like the Sex Pistols than Led Zeppelin.”

Fists over bullets

Initially, combat in Samson included both melee and ranged options. However, as the team streamlined the game, gunplay was removed, leading to a more engaging focus on hand-to-hand combat. “We’ve had enough of games where you can just pull out a bazooka,” Sundberg notes. “This game challenges players to think strategically.” Liquid Swords has crafted its own set of rules regarding firearms in Tyndalston, where only the most formidable enforcers and law enforcement wield weapons. “When a gun appears, it’s a serious situation,” Sundberg adds. “The best course of action is often to flee.” Players can navigate the city’s maze-like alleys, utilizing the environment to escape or explore.

While some critics have pointed out repetitive combat mechanics, Sundberg acknowledges this challenge. “There is depth, but it can feel repetitive,” he admits. “The key is to be creative with your moves and the objects around you. When overwhelmed, I often find myself retreating to grab a bottle or a brick to create an opening.” This strategic approach adds layers to gameplay, encouraging players to adapt and evolve their tactics.

Driving in Samson mirrors the game’s combative spirit, with vehicles colliding with purpose and realism. Drawing from Avalanche Studios’ experience, particularly in vehicle combat from titles like Mad Max, the driving mechanics allow for unexpected outcomes during pursuits. “Sometimes, enemies make mistakes that lead to their downfall, and that spontaneity is what makes open-world games enjoyable,” Sundberg explains.

Despite the inevitable comparisons to Grand Theft Auto, Sundberg sees Samson as carving out its own niche. “Sometimes you want a shorter, more focused experience,” he argues. “I envision Samson as akin to classic action films—concise and impactful.” This vision has not only resonated with fans but has also posed challenges when seeking potential backers, who often draw parallels to the iconic franchise.

I’ve never been this nervous for a game launch, ever, in 33 years. It’s too much at stake.

Christofer Sundberg

After facing multiple rejections from publishers, Sundberg humorously recalls a chance encounter with a business development executive, suggesting a sixth meeting for another rejection. As Samson approaches its launch, Sundberg’s enthusiasm is palpable. He shares anecdotes of discovering new gameplay strategies, such as switching to a faster vehicle mid-chase—a testament to the game’s dynamic nature.

While Samson may not launch without its share of bugs, Sundberg emphasizes the team’s commitment to quality. “We’re focused on making it the best it can be, without overextending ourselves,” he states. “We’re too seasoned for crunch time.” Yet, the pressure remains. “I’ve never felt such anxiety for a launch in my career,” he admits, acknowledging the stakes involved. “I made promises to my team that I intend to keep.” The new promise? To deliver Samson to the world.

(Image credit: Liquid Swords)

In the past year, Liquid Swords has embraced a philosophy of resilience, echoing the mantra of “improvise, adapt, overcome.” Sundberg reflects on the challenges faced, noting that the financial landscape has shifted dramatically. “The funding we sought previously is no longer attainable,” he admits, highlighting the industry’s volatility. Yet, amidst uncertainty, the team remains committed to launching Samson. “Every game released today is a victory,” Sundberg concludes, advocating for honesty and adaptability in the face of adversity. “If you approach it with integrity, the community will respect you for it.”

AppWizard
Open-world crime game Samson had to be pared back mid-development, which led to its unusual structure: 'It's become more unique'