Samson: A Tyndalston Story Review — A City Deserving a Better Game

Liquid Swords delivers a meticulously crafted 90s urban setting with a rare coherence for its budget. However, surrounding Tyndalston is a game that simply doesn't work.

di Simone Rampazzi
Segui Gamesurf su Google

Samson: A Tyndalston Story is not a title that seeks easy consensus, nor does it hide behind the diplomacy of industrial productions. From the earliest stages of development, the Swedish studio Liquid Swords has flaunted a programmatic manifesto as clear as it is risky: prioritizing the density of interaction over geographical vastness.

It's what Sundberg calls intensity over scale, a philosophy that foregoes superfluous square kilometers to concentrate every resource on the weight of each individual blow and the microscopic reactivity of the game world. And it's Sundberg, the man who gave birth to the hyperbolic destruction of Just Cause, who seeks a kind of creative redemption with this project, moving away from parachutes and grappling hooks to embrace the grime of the streets of an imaginary New Jersey city in the mid-nineties.

Samson (Steam)

25€
19,79€
Buy now

Gamesurf may earn a commission on every purchase you make

The main problem with Samson does not lie in its nature as a medium-budget production, what we now call Double-A, but in its inability to refine the foundations before building the rest of the scaffolding. In a market saturated with open worlds that serve as consequence-free playgrounds, Samson attempts to bring the player back to a more intimate, violent, and punitive dimension, but it does so by presenting itself with a series of technical criticalities that undermine its enjoyability from the very first moments. This title exists to demonstrate that there is still room for raw and gritty action, but the final result looks more like an ambitious prototype than a product ready for mass consumption.

The World We Don't Deserve: Why Samson Doesn't Work?

The imagery of Tyndalston is a distillation of hardboiled aesthetics, suspended between the coldness of Heat and the urban despair of Max Payne. The environmental narrative doesn't just decorate the alleys: it transforms them into a hostile organism where Samson McCray is forced to survive to repay a hundred-thousand-dollar debt to the St. Louis Crew, with his sister Oonagh's life as collateral. The city is built on three visual pillars declared by the studio that define its identity: Statement for the imposing and menacing architectures that symbolize the blind power of institutions over the individual, Violence for the industrial decay that assaults the eye with its rusty and wounded aesthetic, and finally Parasitic to describe how corruption and poverty cling, almost like a biological infestation, to the bones of working-class neighborhoods. Every district exudes a history of sedimentation and poverty that the script struggles to match with the sole power of words.

This pressure is not just a literary pretext, but the engine of a daily structure divided into three fundamental cycles: Afternoon, Evening, and Night. Progression is entrusted to an Action Point system that constantly forces the player to negotiate between lucrative missions and story mode advancement. It's an excellent design intuition that brings the overall duration to about 10-15 hours, making each day an economic gamble where time is the only currency that truly matters. Unfortunately, while Tyndalston shines in atmosphere, the dialogue writing, on the contrary, struggles to keep pace. McCray's monologues with supporting characters lack the psychological depth of Remedy's works (just to revisit the comparison with Max Payne), often resolving into trailer-like lines that break the illusion of being inside an authorial noir story. The world vision is powerful and claustrophobic, but the voice that tells it often sounds monotonous, populating a memorable city with characterizations dangerously close to C-grade television clichés.

Strong with Your Hands, But That's Not Enough: Why Tyndalston Isn't a City for Tough Guys

Melee combat represents the core of the experience and Liquid Swords' biggest gamble. By completely foregoing firearms, the studio sought an extreme physicality based on the procedural management of collisions and inertia. Samson fights with the heaviness of a street brawler, where every blow is loaded with momentum that should make impacts visceral, openly citing the brutality of The Warriors and the body management of GTA IV. The ability to use the environment, from windows shattering into microscopic fragments to improvised blunt objects, promises a macabre dance supported by a skill tree divided into Tactics, Aggression, Instinct, and Cunning. The idea is to make the player feel the weight of every broken bone, transforming brawls into a desperate management of space and resources.

The reality of the interaction, however, is less exhilarating than the manifesto presented above. The precision of the hitboxes is inconsistent, and input lag often transforms technique into frustrating chaos, especially when facing large groups of enemies. The Strike mechanic, which brings in a slew of hitmen if the daily debt is not honored, adds a strategic tension worthy of the best management games, but it is consistently sabotaged by artificial intelligence that struggles to manage paths in enclosed spaces or react logically to the player's flanking maneuvers.

In contrast, driving the Magnum Opus (a customizable '70 Chevelle) inherits the best of Avalanche's tradition from Mad Max.

For this reviewer, the experience was marked by a chronic lack of responsiveness that sabotages any simulationist ambition or immediate fun. Despite Avalanche Studios' tradition on Mad Max suggesting refined physical handling, here cars are steel blocks with overly soft suspensions that respond to commands with an exasperating delay. The Magnum Opus is not perceived as a powerful and heavy car, but as a slow vessel that requires constant and frustrating corrections to maintain its trajectory. This sluggishness of the vehicle's reflexes transforms emergency maneuvers into an exhausting struggle against the code rather than a test of skill, making driving frustrating for anyone seeking direct control and immediate feedback from the car.

The getaway driver missions represent the game's peak: here the system of mechanical damage—bursting tires, boiling radiators, or jammed gears—transforms the escape into a physical drama of rare intensity. Every collision has real consequences on the vehicle's maneuverability, recalling that sense of constant danger typical of William Friedkin's cinema, particularly the feverish and “gritty” rhythm of The French Connection (do you remember the movie with Gene Hackman?). It's a shame that the enemy patrols' pathfinding is often a victim of positioning bugs that dampen the rhythm of chases that, on paper, could have redefined the urban action genre.

What Does It Take to Enjoy the Show? Hard to Say!

Technically, Samson presents itself as an open construction site that challenges even the most modern hardware. Tested on a configuration equipped with an NVIDIA GeForce RTX 4060 Ti, the title shows serious optimization shortcomings despite the intensive use of Unreal Engine 5 libraries. The implementation of Nanite ensures complex geometry for Tyndalston's building facades, while Lumen manages suggestive global illumination in night scenes, but the price to pay is a framerate that suffers from violent stuttering during procedural district loading. The unstable frametime penalizes the precision required for both brawler combos and evasive driving maneuvers, creating a barrier between the player's intention and the on-screen response.

VRAM usage is inefficient: on ultrawide monitors, texture saturation causes constant pop-in phenomena that DLSS only partially mitigates through Frame Generation. The Italian adaptation is, unfortunately, one of the worst in recent years: grammatical errors, literal translations devoid of meaning, and unsynchronized subtitles undermine an excellent grunge sound design that deserves a more respectful localization.

Another critical element for the overall judgment is the complete absence of content after the main story ends. Once the debt is paid and Samson McCray's arc is closed, the city of Tyndalston suddenly stops breathing. The lack of a true Endgame, a New Game Plus mode, or secondary challenges capable of sustaining interest in the long term drastically reduces the package's value for those seeking a title capable of lasting beyond the first run.