SAMSON | Development Diary - Story

SAMSON | Development Diary - Story

This development diary for SAMSON explores the character and world of its protagonist, Samson McCrae, providing insight into his motivations, relationships, and the gritty setting of Tyndalston. Ronan Summers (actor) and voice director Kate Saxon are sharing their vision.


Character and Motivation:

Samson's Burden: Samson returns to Tyndalston following time in prison to find his home in a state of decay. He is driven by a need to pay off a significant debt and free his sister, Una, who is held by the local crew.

“He is a man who is kind of at peace… with his own shitty place in life.”

Family Ties: The story centers on both biological and chosen family. Una is his primary motivation, while his gang leader Carter acts as a father figure, and Tommy is his loyal adoptive half-brother.

“He falls back into the family that he chose, which is Carter and the boys.”

Street Justice: Samson is described as a complex figure—a criminal who is also a protector. The developers note that combat in the game is designed to be visceral, "crunchy," and unpolished; Samson is not a martial artist, he’s a brawler who uses whatever is at hand to survive.

“Clean fights are for losers.”
“He’s going to smash you in the head with a toaster and move on.”


Setting the Scene:

The Decline of Tyndalston: The city is depicted as a "grimy," blue-collar town in freefall, exploited by wealthy figures and ravaged by a widespread drug epidemic known as White Whisper.

“White Whisper… kind of fentanyl equivalent… the drug is everywhere.”

Atmosphere: The visual design and voice performances aim to evoke a "90s noir" aesthetic. The game is intentionally relentless, offering no safe havens or traditional side-mission distractions for the player.

“A blue-collar working-class town that has been exploited… for a long time.”
“People’s lives don’t mean shit to those bastards.”


Development Insights:

Voice director Kate Saxon and actor Ronan Summers explain that they prioritized realism and grit in the performances to ensure players feel the weight of Samson's journey.

“We’ve been… making this game sound… crunchy and hard-hitting… I’ve been really throwing myself into all of it.”

SAMSON | Development Diary - Story