In 2020, Christofer Sundberg, the visionary behind Avalanche Studios, announced his future endeavors after selling the studio, laying the groundwork for a new project titled Liquid Swords. Fast forward six years, and we are on the cusp of witnessing the release of their inaugural title, Samson: A Tyndalston Story.
This title shares thematic elements with Sundberg’s previous work, reminiscent of the thrilling action found in Just Cause and Mad Max, particularly focusing on resilient protagonists. The upcoming game emphasizes vehicular combat, drawing parallels with Mad Max, a point underscored during a preview presentation I attended recently.
However, Samson distinguishes itself by concentrating on a more intimate gameplay experience. The developers are committed to clearly defining the game’s identity, ensuring potential players understand its unique qualities.
During a recent press event, Sundberg strongly asserted that Samson is “not GTA”. This statement is particularly significant as the gaming community anticipates the next installment in the Grand Theft Auto series, making it crucial for Sundberg to carve out an independent identity for his new project.
The following is an insightful discussion I had with Sundberg and Donald Young, senior game designer at Liquid Swords and mission designer for Samson: A Tyndalston Story. They elaborate on the game’s design philosophy and potential player experiences.

Can we expect missions involving vehicles other than cars in the game?
Donald Young: In Samson, the gameplay is centered around driving. While Samson excels as a racer, getaway driver, and car brawler, he hasn’t yet obtained a pilot’s license, so the game is strictly car-focused. The player navigates the city with a unique vehicle known as the Magnum Opus, which is integral to both the storyline and player experience. Maintaining this vehicle is essential; players must repair it after combat and refuel its nitrous at various gas stations throughout Tyndalston.
The Magnum Opus features unique mechanics designed to enhance gameplay. Players can execute a Kickdown action to lower the car’s current gear for better acceleration during races or combat. Additionally, they can kill the engine to evade law enforcement, and store weapons in the trunk for strategic advantages.
How diverse are the mission types within Samson?
DY: The game features eight job types: four focused on foot and four in vehicles, along with several unique mechanics and scenarios visible throughout different chapters. Each job type offers a variety of experiences. For instance, we have over 30 combat arenas for Beatdowns, each crafted with environmental hazards and interactive melee weapons to foster chaotic yet enjoyable combat situations.

The Story Deck system triggers small narrative events across the city during most jobs. For example, you might be chasing a target and unexpectedly encounter a civilian in danger. Players must decide: Do they intervene and risk losing their target, or ignore the situation to ensure the completion of their mission? We aim to create meaningful choices and outcomes throughout the missions.
Can you explain what you mean by “Intensity Over Scale”? How does the game deliver this concept?
DY: This game emphasizes high-pressure scenarios where players must continuously adapt to challenges. The immediate pressure stems from intense combat, where failures can result in losing both time and money. On a broader scale, players must balance jobs that offer high rewards against the risks of pursuing them, all while navigating the cycle of debt that significantly impacts gameplay.
As players progress, they will face escalating consequences for failing to manage their finances, such as debt collectors enforcing stricter actions. Samson’s life in Tyndalston embodies the relentless challenges of survival.

How does the game capture the essence of the 90s? What kinds of nostalgic elements can players expect?
DY: One of my favorite nostalgic elements involves a floppy disk that players are tasked with recovering. Characters like Samson and Carter humorously dismiss the rise of computers, which paints a whimsical picture of their outdated mindset even during the 90s. Our objective is not to create a mere nostalgic trip, but to authentically represent what Tyndalston was like during that era. For instance, players will enter pharmacies that feel genuinely preserved from the 90s but are layered with a gritty realism.
This gritty atmosphere translates into almost every aspect of the city, where you’ll also spot a variety of cars from the 70s and 80s, reflecting the economic realities of the residents.
As we delve into the story, how does the player’s perception of the city evolve?
DY: The understanding of Tyndalston deepens as players navigate through various neighborhoods. As you uncover what challenges residents face, it becomes apparent how these issues connect to Samson’s role and his status as just another resident within this intricate social structure.

Players will have the opportunity to memorize street names, identify alleys suited for escaping police chases, or socialize in the many bars scattered throughout the city. Exploring South End should be as enjoyable for players as it was for us during its creation.
While you discouraged comparisons to GTA, which other games did you suggest players look at for references to Samson?
Christofer Sundberg: I certainly won’t deter anyone from drawing comparisons if they wish. However, I emphasize that Samson is distinct from GTA and not a big-budget title. Instead, it’s designed as a focused mid-budget experience emphasizing intense gameplay over expansive environments. A standout feature is the game loop around debt, which, while not central to the main storyline, continuously pressures the player to manage their resources.
This unique financial pressure creates a distinctive and intense playing experience. The aspects of debt and resource management ensure players approach their game sessions strategically, balancing time between money-making opportunities and story-driven missions.
CS: Establishing a vibrant world with intriguing characters has always been a priority for us. We drew inspiration from Taylor Sheridan’s storytelling in shows like Yellowstone and its spin-offs, focusing on character depth and generational narrative. Tyndalston will serve as our own version of Gotham City, with future narratives exploring various perspectives within this world. We have devised a 400-year lore for Tyndalston, ready to unfold in future titles and other media.
Do you envision adaptations of Samson for film or television? If so, who would you want as the director?

CS: Given my previous comments, I would love to see Taylor Sheridan at the helm as director. We’re currently in discussions with several major media companies about bringing Tyndalston to a wider audience through films or series. However, like all things in Hollywood, progress can be painstakingly slow.
Expanding the Samson IP beyond gaming has been a goal since day one, and while many studios claim to be pursuing cross-media ventures, we aim to genuinely explore every opportunity. It’s clear the IP won’t find its way into cinemas without proactive efforts; unfortunately, we lack the necessary experience and network for such endeavors.
That’s why we are collaborating with Story Kitchen, known for their work on the Sonic movies and other major game franchises, to ensure we navigate this landscape effectively.
As for the future of Liquid Swords, what strategies are in place to position the studio for long-term success, especially considering the number of studios that have struggled recently?
CS: With over three decades in the industry, I have never witnessed such a volatile landscape, marked by caution and confusion, particularly after the over-investment of recent years. Establishing Liquid Swords in 2020 involved significant personal investment, making the stakes very personal for me as both the studio’s leader and a passionate creator. In 2021, we received a minority investment from NetEase, and I am grateful for their continued support.
Our financial strategy is built on cautious planning due to our limited budget. We made the difficult decision to halve our workforce to extend our operational runway into 2026. We committed to delivering an engaging $25 experience as a foundation for future growth, with hopes that our players will recognize our efforts and support our vision.
Generative AI is a hot topic in gaming. How does Liquid Swords approach this technology in its development process? Do you have any policies regarding AI use?
CS: At Liquid Swords, our singular approach is to maintain no formal policies. We currently do not use Generative AI in the development of Samson. While we have experimented with text-to-speech for temporary voiceovers, these will not make it into the final product. I remain skeptical of AI tools; thus far, I have not encountered any that align with our creative process.
Embracing AI could lead to potential legal complications, and I value collaborative work with people over machines. For now, we are wholly focused on Samson and the talented team executing our vision, leaving AI considerations for another time.
CS: I want to express our excitement about bringing Samson to players. We are pouring our heart and soul into making this an impactful and enjoyable experience within the current financial and creative constraints. The challenge is inherent in the industry today, but that very challenge fuels our passion, and we trust it will be evident in the final game.
Thank you for your insights.
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