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.