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The John Wick Game Problem...

IbizaPocholo

NeoGAFs Kent Brockman


00:00 - Opening
00:55 - John Wick Chronicles
05:43 - John Wick Hex
11:45 - Suit for Hire
20:50 - The Potential...
23:45 - Conclusion
26:38 - Q&A + Credits
  • 00:04 John Wick feels inherently game-like, structured as a power fantasy that naturally translates to interactive play.
  • 01:15 John Wick Chronicles was an early VR tie-in rushed to market, resulting in an extremely short and shallow experience.
  • 02:09 ⏱️ The game is notably shorter than the movie itself, undermining its value and replayability.
  • 02:38 Heavy reuse of Payday 2 assets without adapting core mechanics strips the gameplay of feedback and impact.
  • 03:40 Severe technical and design flaws—poor AI, broken hitboxes, weak audio, no pause—make the game frustrating to play.
  • 04:22 John Wick Chronicles became obsolete almost immediately due to the rapid evolution of VR games.
  • 05:03 Popular "John Wick VR" videos actually showcased a Half-Life: Alyx mod, not the official licensed game.
  • 05:50 ️ John Wick Hex surprised by successfully translating the films into a unique time-based strategy system.
  • 06:57 ⏳ Hex's timeline mechanic pauses on interruptions, giving players constant agency instead of passive failure.
  • 08:31 Hex falters by stretching levels longer without adding new strategic depth, turning tension into tedium.
  • 10:38 Despite flaws, Hex replicates John Wick's tactical flow better than mods, but not in the real-time form fans expect.
  • 12:32 Suit for Hire delivers a real-time, high-lethality "gun-fu" experience that closely captures the films' intensity.
  • 15:31 Suit for Hire's biggest weakness is inconsistent campaign structure, caused by evolving developer ambitions.
  • 17:59 ️ The game's rough edges stem from being a deeply personal indie project, shaped by learning through mistakes.
  • 19:34 An optional mode broadened Suit for Hire's appeal without harming its core design, increasing replay value.
  • 21:10 Together, Hex and Suit for Hire form a clear blueprint for a definitive John Wick game that still hasn't been funded.
  • 23:13 Modern licensing favors skins and crossovers over full games, making ambitious tie-ins financially unattractive.
  • 24:12 The John Wick universe offers rich potential for unique gameplay, and its absence represents a missed creative opportunity.
  • 24:52 The creator is skeptical of upcoming John Wick–inspired games but is open to being proven wrong.
  • 25:06 Spine stands out by using John Wick as inspiration rather than a license, allowing more creative freedom.
  • 25:18 ️ Original IPs can explore bolder set pieces and mechanics that would feel constrained in an established franchise.
  • 25:32 ⏳ The long-term future of the John Wick franchise feels uncertain after a divisive fourth film and mixed spin-offs.
  • 26:00 John Wick's identity as a character may limit the franchise's ability to expand its world without him.
  • 26:13 Despite not being a big fan of the films, the creator has always felt the John Wick universe is ideal for games.
  • 26:24 There's a sense that the opportunity for a definitive John Wick game may already be slipping away.
  • 26:43 The creator thanks supporters for financial help during a long illness that delayed video production.
  • 27:40 A Q&A segment begins, touching on media that consistently evokes strong emotional reactions.
  • 28:37 Playful hypotheticals and pop-culture questions highlight the informal, personal tone of the closing Q&A.
  • 29:03 ️ If remaking Mass Effect, the creator would focus on deeper narrative reactions and added context, not radical changes.
  • 29:32 Learning an instrument was tried briefly, but creative energy is now prioritized toward writing and production skills.
 
ChatGPT summary

The piece argues that John Wick is naturally suited to games but has never received a definitive adaptation. Early efforts like John Wick Chronicles failed due to rushed VR development, shallow design, and technical flaws, while viral "John Wick VR" footage actually came from mods. John Wick Hex succeeded conceptually by translating the films into a time-based tactical system, though it overstayed its mechanics, and Suit for Hire best captured the real-time "gun-fu" feel despite rough indie edges. Together, Hex and Suit for Hire outline a clear blueprint for an ideal John Wick game that hasn't been funded, largely because modern licensing favors low-risk crossovers over ambitious titles. The creator concludes that the franchise's gaming potential remains largely unrealized and may be slipping away, though original IPs inspired by John Wick could ultimately explore its ideas more freely.
 
We have a John Wick game.

It's called Hotline Miami
Max Payne did it back in the 90s even better, these remedy remakes better be good

Season 3 Smiling GIF by The Simpsons


Edit: I didn't even know this top down John Wick hex game existed. Ignore me, I thought we were talking about crazy over the top slow motion gun fights 😂

Hotline Miami is SO good. What a game
 
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