Spine feels like the John Wick game we deserve

In much the same way that Sifu from Sloclap had the feel of playing through an action-packed martial arts movie, Spine by Nekki seems like a faithful representation of a John Wick film in game form. It fully embraces the concept of “gun fu,” blending gunplay and close combat within a counter-based fighting system, resulting in a sequence of events that are as thrilling as those seen on the big screen. I was one of the early testers who got to play its alpha during Summer Game Fest Play Days.

The narrative unfolds around Redline, an artist dwelling in a bleak future ruled by AI. She possesses a Spine, a cybernetic augmentation that amplifies her physical prowess. Joining her on this journey, you’ll witness her fight and firefights as she strives for freedom. The initial scene of the demo presents Redline engaged in combat with a throng of men in a bar following an unsuccessful diplomatic resolution.

In Spine’s combat, while you have the freedom to fire guns whenever you want, the core mechanic lies in the evasion and counterattack system. It resembles games like Arkham and Spider-Man, where a warning signal appears on the screen before an attack connects (Redline). If the incoming attack is gunfire, she can swiftly dodge to avoid it and retaliate. For melee attacks, she can counter them with her own powerful strikes.

In a smooth sequence of actions, I effortlessly combined fists and pistol whips against every adversary who charged towards me. The battles flowed seamlessly, with me moving swiftly from one enemy to another, delivering punches, kicks, and gunfire until I stood alone victorious. Redline’s spray cans provided a helpful advantage by disorienting nearby enemies, particularly when I found myself outnumbered.

In keeping with the gritty style of its action movie influences, Spine is exceptionally brutal in its depiction. When an adversary’s health is critically low, two buttons become visible above their head, allowing players to execute a finisher move. These finishers usually entail Redline restraining an enemy on the ground or choking them while simultaneously firing shots into their head at close range. It’s incredibly intense, and the manner in which it’s portrayed makes one almost forget about the violence inherent in these actions.

The final scene in my demonstration featured a foe who could teleport and become momentarily invisible. She skillfully evaded every shot and punch I directed at her, leaving me with the tactic of dodging repeatedly until an opportunity to strike presented itself. The battle was lengthy and protracted, but ultimately, I defeated her using one of those casual finishing moves.

From the get-go, Spine left an indelible mark on me. The alpha version had a somewhat awkward feel and the camera control was tricky, but I’m optimistic that these issues will be smoothed out by the final release in 2026. At its heart, though, it presents a raw third-person action game that, to be honest, seems long overdue in today’s gaming landscape.

This sneak peek is derived from a trial version showcased live during Summer Game Fest: Play Days. Please note that the complete game might undergo changes before its release.

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2025-06-12 20:27