Bloober Team Says It’s Humbled By The “Many Corpses” In The Horror Multiplayer Genre
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Bloober Team Says It’s Humbled By The “Many Corpses” In The Horror Multiplayer Genre

GameSpot » All News RSS FeedMark Delaney3 min read(3 months ago)

Overview & Key Takeaways

The realm of asymmetrical horror multiplayer games grows a little bigger with Saw: Genesis, Bloober Team and Anshar Studios' co-developed 3v1 game based on Lionsgate's Saw franchise.

I got to sit in on a roughly 30-minute hands-off preview of the game at Summer Game Fest 2026, and I asked the team about what it's like entering this crowded space, where it seems like Hollywood is seeing dollar signs and throwing its licenses at various teams, then leaving some game studios to pick up the pieces when the game doesn't become a big enough hit to continue development.

Bloober Team's head of publishing, Michał Gembicki, told me that the team knows the score, and admitted it does scare them. "We know this is a saturated market, right? There are many corpses in it, many cadavers [pointing to a prop dead body in the Saw-themed room]. We are afraid of that. We are humbled by it, so we know we need to experiment a lot."

Gembecki continued, "But at the same time, from the Bloober perspective, we have established first-party games like Cronos and Silent Hill, obviously, that specialize in storytelling in rather linear worlds, and this is an attempt to enter something new, a completely new division, and become a much broader company."

You can check out my impressions of the game below for a closer look at the upcoming horror multiplayer game.

Broken Mirror Games is Bloober Team's new internal alt-label, and Saw: Genesis represents the first game announced under the banner. Co-developed with Anshar Studios, Saw: Genesis will launch first on Steam Early Access later this year.

The realm of asymmetrical horror multiplayer games grows a little bigger with Saw: Genesis, Bloober Team and Anshar Studios’ co-developed 3v1 game based on Lionsgate’s Saw franchise.

I got to sit in on a roughly 30-minute hands-off preview of the game at Summer Game Fest 2026, and I asked the team about what it’s like entering this crowded space, where it seems like Hollywood is seeing dollar signs and throwing its licenses at various teams, then leaving some game studios to pick up the pieces when the game doesn’t become a big enough hit to continue development.

Bloober Team’s head of publishing, Michał Gembicki, told me that the team knows the score, and admitted it does scare them. “We know this is a saturated market, right? There are many corpses in it, many cadavers [pointing to a prop dead body in the Saw-themed room]. We are afraid of that. We are humbled by it, so we know we need to experiment a lot.”

Gembecki continued, “But at the same time, from the Bloober perspective, we have established first-party games like Cronos and Silent Hill, obviously, that specialize in storytelling in rather linear worlds, and this is an attempt to enter something new, a completely new division, and become a much broader company.”

You can check out my impressions of the game below for a closer look at the upcoming horror multiplayer game.

Broken Mirror Games is Bloober Team’s new internal alt-label, and Saw: Genesis represents the first game announced under the banner. Co-developed with Anshar Studios, Saw: Genesis will launch first on Steam Early Access later this year.

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Resonance: A Plague Tale Legacy(https://www.gamespot.com/games/resonance-a-plague-tale-legacy/) faces a difficult balancing act. Can it move away from its predecessors' terrifying waves of rats and still deliver a supernatural terror that ties into rewarding environmental puzzles? Can it ditch the series' sibling protagonists and still tell a moving story focused on two people learning to lean on one another? And can it add fierce, frenetic combat to the franchise's formula as a new gameplay pillar without abandoning its core identity as a puzzle game? At times, Resonance succeeds--especially during its stronger first half--but it too often loses its footing. And as the game increasingly misses the mark, it further distances itself from what worked so well in the first two A Plague Tale games without adding anything to make up for the loss. Set in 1334, about 15 years prior to the first two A Plague Tale games, Resonance follows Sophia instead of series protagonist Amicia de Rune. As a young girl, Sophia was forcibly injected with blood that causes her to have visions of a long-lost civilization. Wanting to cure her of these visions, her father eventually finds and travels to the island that she has seen in her visions, but in his attempts to uncover the island's history, he is killed by a mysterious and terrifying beast. Wanting to discover what her visions mean and learn about what truly happened to her dad, Sophia travels to the island with her best friend, Leni, in tow. !(https://www.gamespot.com/wp-content/uploads/2026/08/ss9ff81a313610c1e31177a94a7c2ff3f8ec17e2ab.1920x1080.jpg?w=636) The story, especially in the first half, is very good. This series has consistently done a fantastic job of quickly building up characters or situations in its introductions to be narrative buy-ins that are solely there to be destroyed or yanked away early on and create emotional stakes: Amicia's happy family life in the first game, the hope that Amicia's life had returned to some degree of normalcy in the second game. Resonance does the same. You actually spend quite a bit of time getting to know Sophia in Europe and the fairly happy life she has with the adopted family of smugglers she grew up with before a tragic event forces Sophia to go to the island. There's a real sense of desperation in her tale, and the stakes of what may happen to her or Leni if she were to return to her allies empty-handed and without answers are abundantly apparent. Leni and Sophia have an odd dynamic. Narratively, it's pretty good. 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As Sophia, you carry a book loaded with drawings from your childhood visions, your dad's early attempts to explore the island, and all the follow-up expeditions that the smuggling gang undertook after his passing. There's no writing--it's all a series of drawings. And using those drawings, you have to figure out how to retrace the steps of those who came before, while also finding your own way forward when unexpected roadblocks pop up. To aid in her and Leni's exploration, Sophia possesses an artifact that dates back to the Minoan society that once lived on the island. The sphere can redirect light to reveal hidden symbols left behind with invisible paint, and also open doorways that require lining up beams of light to hit certain points on a wall. These puzzles centered around the use of light are rarely complicated, but contribute to the feeling of Sophia and Leni being intelligent dungeon delvers who are uncovering long-lost history. !(https://www.gamespot.com/wp-content/uploads/2026/08/ss8a6c212059ef9362a864e84d9b647cbbfedeb4b2.1920x1080.jpg?w=636) The process feels as I imagine archaeology to be--I don't believe Sophia's journey is in any way accurate to uncovering forgotten ruins and unraveling ancient mysteries, but the idealized fantasy of it is well represented here. Crete is also a beautiful place to explore. The island is brightly lit and full of vibrant greens, reds, and blues, while the faded bronze of statues, broken weapons, and simple machinery mark Minoan society. 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