{"id":1225316,"date":"2026-02-24T14:01:01","date_gmt":"2026-02-24T14:01:01","guid":{"rendered":"http:\/\/TJjeSTxVnfZQ8yQB26yfVL"},"modified":"2026-02-24T14:01:01","modified_gmt":"2026-02-24T14:01:01","slug":"spine-is-a-gun-fu-love-letter-that-wants-to-make-you-feel-as-op-as-john-wick","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/spine-is-a-gun-fu-love-letter-that-wants-to-make-you-feel-as-op-as-john-wick\/","title":{"rendered":"Spine is a gun-fu love letter that wants to make you feel as OP as John Wick"},"content":{"rendered":"<article>\n<p>Sometimes a game&#8217;s appeal is immediately apparent from a single GIF. Maybe it&#8217;s a goose terrorizing a small town, or a surprisingly slick set of menus. I knew I wanted to play Spine the second I saw a looping clip of a character methodically kicking, grappling, and shooting a room full of hired muscle with immaculate speed, power, and precision.<\/p>\n<p>Spine aims to recreate the feeling of being inside your very own &#8220;gun-fu&#8221; movie, tapping into the popularity of John Wick. I spoke to Game Director Dmitry Pimenov while playing a hands-on demo at this year&#8217;s Summer Game Fest, and he told me the focus on playable gun-fu came about from a desire to showcase developer Nekki&#8217;s animation chops.<\/p>\n<p>&#8220;We thought about gun-fu movies,&#8221; Pimenov told me. &#8220;And gun-fu movies, if you think of them the way I think, it&#8217;s kind of like free-flow games, because it&#8217;s about the constant tactical awareness of the main character.&#8221;<\/p>\n<div class='jwplayer__widthsetter'>\n<div class='jwplayer__wrapper'>\n<div id='futr_botr_8dZ2yioH_NJExfM5n_div' class='future__jwplayer'>\n<div id='botr_8dZ2yioH_NJExfM5n_div'><\/div>\n<\/div>\n<\/div>\n<\/div>\n<p>Pimenov says the team watched an action movie about once per week since they started development, name-dropping everything from John Wick and John Woo movies to The Raid, Equilibrium, and Bullet Train. Heck, even Charlie&#8217;s Angels. And that&#8217;s not counting games inspiration, as Pimenov cites <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/action\/you-probably-dont-remember-remember-me-but-its-one-brilliantly-unforgettable-idea-lives-on\/\">Remember Me<\/a> and Bungie&#8217;s Oni. But that&#8217;s all research.<\/p>\n<p>In practice, Spine plays like most third-person action games do in a post-Batman: Arkham world. The protagonist, a street artist named Redline, is on the run with her robotic combat implant Spine. There are hints of a broader story, incorporating VR headsets and oppressive AI in a cruel cyberpunk world, but most of what I play is an action-packed scramble through marketplaces, streets, and alleyways.<\/p>\n<p>There is a basic hand-to-hand option, resulting in punches and kicks, as well as a guard break for enemies who like to keep their hands up, and a counter to spin their momentum back around onto them. Redline also has guns, though. A pistol is your mainstay, but in the heat of a fight you can pick up a second pistol or shotgun and your moves will be dramatically altered.<\/p>\n<p>While using a pistol, my shots were clean and precise little pops that I could rattle off, a couple at a time. But the shotgun had a wide, powerful cone of impact, sending enemies flying backwards. Once the shotty was empty, I&#8217;d ditch it and switch back.<\/p>\n<p>When enemies surrounded me and the tension ramped up, Spine felt like a flow state John Wick simulator. I was cartwheeling over bad guys and then hitting the takedown button to pop them twice in the head, then sprinting to a pillar for cover and popping back out to return fire. Spine&#8217;s combat moves at a fast pace, and with guns in the mix, it can seem a little overwhelming.<\/p>\n<p>But the tension falls away fast as you master the moves, maneuver well, and start to tear apart a room of poor, doomed henchmen.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:3840px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"hd6y28G9vT3HCgm6e8oep\" name=\"Screenshot_SGF_SPINE_02\" alt=\"Spine: This is Gun-Fu\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/spine-is-a-gun-fu-love-letter-that-wants-to-make-you-feel-as-op-as-john-wick.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"3840\" height=\"2160\" attribution=\"\" endorsement=\"\" class=\"\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Nekki)<\/span><\/figcaption><\/figure>\n<p>&#8220;This gives you the splashes of, you know, feeling a little bit overpowered,&#8221; Pimenov says. &#8220;That&#8217;s very important. It&#8217;s your playground. It&#8217;s a singleplayer game, you have to feel overpowered at some times, so that&#8217;s our design goal here.&#8221;<\/p>\n<p>It&#8217;s not all straightforward, either. The slice of Spine I saw changed up the action fairly often. In my first &#8220;scene,&#8221; I was brawling in a bar, and more dudes cascaded in from the entryways as I cleared out their pals. Another section killed the lights, putting a dark filter over the action. In my favorite part, the camera swings up in what feels like an homage to <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.youtube.com\/watch?v=Q_yNUtMjQuM\">John Wick: Chapter 4&#8217;s top-down mansion scene<\/a>; which is, itself, <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.polygon.com\/23655445\/john-wick-4-top-down-one-shot-fight-hong-kong-massacre\">an homage to the 2019 video game The Hong Kong Massacre<\/a>.<\/p>\n<p>It&#8217;s fitting that Spine feels like a celebration of both action movies, and how action games have been inspired by action movies. When it flows and hums along, it works incredibly well, making you feel like you&#8217;re piloting a gun-fu master through your own fight choreography.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:3840px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"QXrvrVbqxnLWdSczCGRJr\" name=\"Screenshot_SGF_SPINE_03\" alt=\"Spine: This is Gun-Fu\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/spine-is-a-gun-fu-love-letter-that-wants-to-make-you-feel-as-op-as-john-wick-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"3840\" height=\"2160\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Nekki)<\/span><\/figcaption><\/figure>\n<p>The build I played, however, was fairly early, and the team warned me of a few technical wrinkles and hiccups going in. It wasn&#8217;t a concerning level of roughness; rather, the sort of still-in-development hitches you&#8217;d expect when playing something that&#8217;s still a ways away, as Spine is aiming for an <a data-analytics-id=\"inline-link\" href=\"https:\/\/store.steampowered.com\/app\/1731290\/SPINE__This_is_Gun_Fu\/\" target=\"_blank\">undetermined 2026 release date<\/a>.<\/p>\n<p>Hopefully Nekki can fine-tune those aspects in the coming months, because the foundation laid out here is rock-solid. Spine&#8217;s got a lot of love for the cinematic blockbuster action flick, and the games that try to elicit those same feelings. In its best moments, Spine nails the one-against-all brawl scene, with all the tumbling, scrappy energy of a great gun-fu fight. I&#8217;d love to see it stick the landing.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/spine-is-a-gun-fu-love-letter-that-wants-to-make-you-feel-as-op-as-john-wick\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sometimes a game&#8217;s appeal is immediately apparent from a single GIF. Maybe it&#8217;s a goose terrorizing a small town, or a surprisingly slick set of menus. I knew I wanted to play Spine the second I saw a looping clip of a character methodically kicking, grappling, and shooting a room full of hired muscle with immaculate speed, power, and precision. Spine aims to recreate the feeling of being inside your very own &#8220;gun-fu&#8221; movie, tapping into the popularity of John Wick. I spoke to Game Director Dmitry Pimenov while playing a hands-on demo at this year&#8217;s Summer Game Fest, and he told me the focus on playable gun-fu came about from a desire to showcase developer Nekki&#8217;s animation chops. &#8220;We thought about gun-fu movies,&#8221; Pimenov&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/spine-is-a-gun-fu-love-letter-that-wants-to-make-you-feel-as-op-as-john-wick\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1225317,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,787],"class_list":["post-1225316","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-third-person-shooter"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Spine is a gun-fu love letter that wants to make you feel as OP as John Wick | Arcader News<\/title>\n<meta name=\"description\" content=\"Sometimes a game&#039;s appeal is immediately apparent from a single GIF. 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