Broken Mirror Games is barely a year old, but the Bloober Team publishing division has already managed the once unthinkable. Onyx: The Dark Grip is set to be one of the first Nintendo-exclusive horror games in over a decade, proving that the Nintendo Switch 2 really is a console for all – even us horror hounds.
Sitting down with Bloober Team CEO Piotr Babieno and Broken Mirror’s new executive director Tymon Smektała, I have just one question. How on Earth did they pull off getting a game like this past Nintendo?
Through the fog
Bloober Team lead talks remaking Silent Hill 2 and “mastering the art of horror”
Smektała might be new to Broken Mirror, but after 13 years at Techland and having gotten to know him well over his last three as Dying Light franchise director, take it from me: the guy really knows, loves, lives, and breathes his horror. Which means he’s keenly aware that Onyx: The Dark Grip being a Switch 2-exclusive, handheld-only experience is a very, very big deal.
“Nintendo doesn’t work with just anyone,” Smektała says. “Generally, Japanese companies are companies that you have to build trust with, and you have to prove that you are worthy of that trust. The fact that we have managed to convince Nintendo to to support a game like this – to feature it in a Nintendo Direct and allow us to make that game for Nintendo Switch as an exclusive – speaks of the fact that Bloober Team is being noticed and realized and validated as the people to go to when it comes to horror.”
He’s right on the money. Few studios have pulled off a reputational 180 as well as Bloober Team. The studio had been around for years, but Silent Hill 2 Remake was the catalyst for that success. The gorgeously faithful yet beautifully modernized survival horror was met with staggering praise, impressing even those who balked when Konami first revealed the Polish studio’s involvement, to become one of the most important remakes in the genre to-date. For all the studio’s slip ups in the past, the proof was there on-screen: Konami was right to trust Bloober Team, and now, so do we all.
But Konami’s seal of approval seemed to extend beyond the publisher, bleeding into the Japanese market itself. Onyx: The Dark Grip is to be one of the first third-party Nintendo-exclusive horror games since 2014, hot on the heels of this month’s asymmetrical co-op Beyond the Dark: Nightwatch.
Developed by Bloober Team, published in-house by Broken Mirror, and built entirely for the Switch 2’s handheld mode, stunning 2.5D psych-horror Onyx casts the player as both a God and the person possessed by it. “The reason we are doing this for Nintendo is because I’m a Nintendo fan,” Babieno grins, “so I’m making my dreams come true in some way.”
But Sincere as Babieno is about his love for Nintendo systems, I suspect there’s more to the deal than that. Smektała reaffirms my hunch when I ask about which horror niches the pair would like to see make a resurgence. Another Broken Mirror-published game, Saw: Genesis, fulfils one of them – social horror in the vein of Repo and Lethal Company, harnessing “the power of technology, the power of online, the power of connecting people” to deliver “a game experience that will try to play with social interactions.” The other element is the interactive experience of a game itself.
“I think it would be very very interesting to find ways to trick the player, make him doubt what he’s seeing on screen, make him doubt how he interacts with the device as we do with Onyx: The Dark Grip,” says Smektała. “Kind of by accident, the games that we have already announced [at Broken Mirror Games] are doing that already.”
Feel the fear
Nintendo doesn’t work with just anyone
Tymon Smektala
Onyx: The Dark Grip is Broken Mirror’s chance to “put horror literally back into players’ hands”, according to Babieno, reinforcing how integral the hardware itself is to the experience. “I think that breaking the fourth wall is very important because new hardware, new opportunities, are giving us something we didn’t have before.”
With stricter ratings boards in Japan compared to those in the West and an image built around fun for all ages, Nintendo’s relationship with horror games is infamously complicated. There has not been a true third-party Nintendo-exclusive horror game since 2014’s Fatal Frame: Maiden of Black Water on the Wii U (until it got remastered onto other platforms). Getting an upcoming horror game like Onyx, even one built so intrinsically around Nintendo hardware, is monumental to say the least.
“It wasn’t easy for Nintendo to deal with horror,” admits Babieno. But the family friendliness ascribed to Nintendo consoles has, historically, had some wiggle room. “Eternal Darkness and Resident Evil 4 were very important to me,” Babieno reflects on how instrumental Nintendo consoles have been to horror in the past.
“I would like to bring those amazing times of GameCube back, but in a new way – and I believe that Nintendo fans always like to play something exclusive to them.”
Western developer, Eastern sensibilities
But did Bloober Team’s success with Konami have a role to play here, too? “Definitely,” agrees Babieno, and it’s all to do with how Bloober conducts itself as a business.
“For us, it was never a one-shot. It was never that we would like to create a game, and that’s it. It’s [about] the long run, and so we would like to build not just the next successful title, but a successful and very stable company.”
Putting stability and reliability above one-and-done projects speaks to a business mindset that Babieno describes as more of “a Japanese approach than a Western approach,” an alignment of values in terms of how Bloober Team grows and sustains its business not around the bottom line, but around a healthy, robust image. Beliefs that Bloober, and Broken Mirror, in turn, share with Japanese companies like Nintendo and Konami.
I really like what Satoru Iwata said: that if we let go 5% of our team, 95% will live with the fear
Piotr Babieno
“We are a publicly traded company, so business is very important,” he says. “But I think that even more important is to keep knowledge inside of the company. If we would like to build the company for decades, not just for the next few years, we need to build the DNA of the company and the team.
“So we always are making decisions by thinking, ‘okay, are we able to do this without cutting staff in the future?’ Because if we need to cut anyone, maybe it doesn’t make sense. Maybe we are able to do this in a different way. Maybe we don’t need to make this particular title. It’s always the question of how it will impact the whole team.”
As Smektała and Babieno join forces to chart the future of Bloober and Broken Mirror, the pair exude a comforting confidence. It extends to protecting not only their image and those of the companies they work with, but the people involved in creating the games themselves. “We are not just responsible for those 200, almost 270 people inside of the company, but also their families,” says Babieno.
“And I really like what Satoru Iwata said years ago: that if we let go 5% of our team, 95% will live with the fear that it could happen to them in the future. So we are never thinking about how to make our financial parameters a little bit better, but how to create a better future. I think that this is much more important.”
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