Initially, when I was invited to explore Spine during Summer Game Fest 2025, it was a title I wasn’t previously acquainted with. After searching for it on Steam, I found it intriguing and scheduled a meeting, anticipating a challenging experience. After all, that’s often the nature of the job, and it’s acceptable. As I compared it mentally to Sifu, known for its difficulty, I was surprised when I finally got to play it. In contrast to my expectations, the combat mechanics resembled those in a Batman Arkham game, which made me appear sleek and lethal during my demonstration. This experience has moved Spine higher on my list of anticipated releases ahead of its launch next year.
Originally developed by Nekki, a studio known for creating mobile games like the hit Shadow Fight series, Spine initially started as a mobile game. However, as the project expanded and evolved into something new, the team recognized they could debut on PC and consoles as well. Drawing inspiration from the action-packed films of John Woo and other stylish cinematic works, Spine is an exhilarating “gun-fu” combat game set in a cyberpunk universe with a straightforward narrative backdrop.
In this game, you take on the role of Redline, a character whose sleek appearance I found captivating enough to try out the demo. Her backstory has similarities to John Wick’s, but instead of a deceased pet, it’s her kidnapped brother that sets her on a path of action. The game is estimated to last around 15-20 hours, with Redline’s initial motivation being relatively modest and gradually escalating the stakes. As she embarks on a mission to rescue her brother, she becomes embroiled in a criminal underworld controlled by AI leaders and corrupt authorities in a vibrant yet troubled city.
During my playtime, I delivered devastating kicks, punches, and gunfire from my dual pistols to adversaries in bars, corridors, and rooftops. The game openly acknowledges its cinematic influences, drawing heavily from films such as The Matrix and Hard Boiled. Nekki doesn’t shy away from this inspiration, as evident in the Oldboy-inspired hallway fight scene. Instead, it embraces it wholeheartedly. I was pleased to discover that the game employs combat mechanics similar to the Batman Arkham series, making it relatively easy to string together attack combos, time counters effectively to maintain chains, and occasionally switch to finishing moves by pressing a combination of face buttons.
Redline was relentless and rapid, often defeating teams of four or more adversaries simultaneously. There was an option for a quick-fire button that splashed enemies gathered around me, similar to Batman’s stun attack with his batarang. This paint would adhere to both the enemies and the surroundings, providing a vivid impression as you literally etched your presence into the fight. While shooting was always an option, this game wasn’t primarily about shooting. The guns were more effectively used to conclude combos, as demonstrated in the trailer linked above.
The game isn’t intended to be frustratingly difficult, more like a satisfying experience even if you only have a short amount of time to play. The developers considered people’s busy schedules and designed the game so that players can jump in, engage in some action, and feel they’ve made progress. For those seeking a tougher challenge, there will be a mode where you must endure without taking any damage at all. Best of luck with that!
In simpler terms, I appreciated Sifu, particularly its visual design, narrative, and fight scenes when I managed to execute them effectively. However, Spine offered a similar sense of power without the associated aggravation. Personally, I prefer an experience like that over some games where I occasionally feel like an unremarkable character. Instead, Spine made me feel like one of Keanu Reeves’ most powerful roles.
Spine comes to PC, PS5, and Xbox Series X|S in 2026.
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2025-06-12 16:09