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You press play on a new trailer and instantly recognize the silhouette, the stance, the calm before the storm: John Wick is stepping into a full-scale AAA video game, and this time the contract is on your free time. Within a few seconds, you sense this will not be another movie tie-in but a serious action shooter designed to stand beside the films rather than hide behind them.
Instead of revisiting familiar scenes, Lionsgate and Saber Interactive are promising an original adventure that dives into a defining chapter of Wick’s past. For anyone who has ever watched him reload mid-fight and thought, “What if I could control that?”, this upcoming release aims to turn that fantasy into a playable combat system, not just a cosmetic skin.
New John Wick game announcement and unique timeline
The new John Wick game arrives at a time when licensed adaptations are finally being taken seriously again, after years of rushed projects. Saber Interactive and Lionsgate announced a fully fledged AAA single-player third-person action title for PlayStation 5, Xbox Series X|S, and PC, with Keanu Reeves providing both likeness and voice. That involvement alone signals a project that aspires to feel canonical inside the broader universe rather than like a side product.
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Instead of covering events from the four films, the story is set years before the first movie, around the period fans often refer to as the “Impossible Task.” According to director Jesus Iglesias, the narrative explores Wick’s ascent through the High Table underworld and the choices that transformed him from feared assassin into whispered legend. Reports from outlets such as GameSpot’s early coverage suggest that this prequel angle gives the writers freedom to surprise players while staying consistent with established lore.

A prequel story that still feels high stakes
Setting the video game before the first film raises a clear narrative challenge: players already know that John survives this era. The team’s solution is to focus on emotional and moral stakes rather than simple survival. Missions are built around key relationships, new alliances inside the High Table network, and early encounters with familiar figures, so the tension comes from what John is willing to sacrifice, not whether he makes it out alive.
For a player like our fictional fan Marcus, who watched the original movie in a small cinema and has followed the franchise ever since, this perspective matters. He is not just reliving famous gunfights but uncovering how Wick earned unique markers, which debts shaped his reputation, and why certain characters react so strongly when he later “returns” to the life. That structure gives the upcoming release a hook that feels closer to a prestige TV prequel than a recycled plot.
Gun-fu combat and third-person action design
The core of any John Wick game lives or dies on its combat. The developers describe a “hard-hitting gun-fu combat system” that blends close-quarters martial arts with precise shooting, something closer to choreographing an action film than simply spraying bullets. Camera placement and animation timing are being treated almost like a digital stunt rehearsal, trying to translate the films’ rhythm into interactive form.
Unlike the tactical board-game approach of 2019’s John Wick Hex, this new shooter focuses on direct control. You move Wick in third-person, chaining melee strikes, throws, and firearm executions into continuous flows. Early descriptions mention jaw-dropping camerawork, suggesting dynamic angle changes during takedowns or finishers, but always with player readability in mind. If the system works, you will not just clear rooms; you will stage your own miniature action scenes with each encounter.
Balancing precision, difficulty, and cinematic flair
Risk and timing are set to be major levers in the design. Holding position behind cover might keep you safe, yet the most stylish options often require stepping into danger, redirecting enemies, and using limited ammo with surgical control. That dance between security and spectacle is where the Wick fantasy thrives, and where Saber’s experience on projects like Warhammer 40,000: Space Marine 2 provides useful lessons about weighty impact and enemy feedback.
Players can expect more than simple headshot chains. Descriptions mention context-sensitive moves, environmental kills, and transitions from gunplay to grappling within a single combo. For Marcus, who loves replaying film scenes frame by frame, this promises a sandbox for experimentation. Every failed run becomes a rehearsal; every successful encounter feels like a perfect take printed on imaginary celluloid.
Original characters, worldbuilding, and mission structure
Beyond famous faces, the game introduces new underworld figures specifically written for interactive storytelling. Some appear as handlers and information brokers, offering contracts with branching consequences. Others operate as rivals whose careers intersect with Wick’s rise, creating mission arcs that span multiple locations and operations. Coverage from sources like Variety’s report on the project highlights this mix of old and new characters as a core pillar.
Familiar film characters are set to appear at earlier points in their own journeys, giving fans space to reinterpret later scenes from the movies. An early meeting with a future Continental manager, for instance, may shape optional objectives or safe-house access, while a fledgling fixer might later become indispensable in cleaning up a disastrous mission. The structure is built to encourage replay: different choices around these relationships can unlock new routes and custom contract variations.
From assassinations to high-speed escapes
Missions do not only involve infiltrating rooms and eliminating targets. The team emphasizes intense driving experiences as part of the overall action loop. One operation might begin with a covert entry, switch to a desperate shootout in a parking structure, and end with a car chase through a rain-soaked city district, with you controlling both acceleration and weapon fire. That variety keeps the shooter from collapsing into corridor repetition.
For players used to more static cover-based games, this broader adventure structure may feel more like an interactive action film anthology. Each chapter focuses on a distinct contract or vendetta, yet a thread of loyalty, debt, and reputation connects them. By the time Marcus reaches late-game contracts, he will have built a specific version of pre-film John Wick shaped by his own tactical decisions rather than only following a fixed script.
Technical ambitions and Saber Interactive’s track record
Saber Interactive carries a reputation for handling demanding action projects across PC and console, from Space Marine 2 to Jurassic Park: Survival and John Carpenter’s Toxic Commando. That background suggests a studio familiar with large-scale physics destruction, enemy swarms, and detailed environments. For a John Wick game, those skills translate into breakable furniture, reactive lighting, and believable crowd behavior inside nightclubs or hotel lobbies.
The development team is targeting modern hardware only, which frees them from cross-generational compromises. Expect higher-density crowds, complex reflections on polished floors, and more nuanced facial capture for Keanu Reeves and the supporting cast. Sound design is another priority: muffled shots through suppressors, echoing gunfire in stairwells, and distinct audio cues for each weapon family to help players make split-second decisions during combat.
Cinematic presentation without sacrificing control
One recurring risk with cinematic shooters is overusing cutscenes and quick-time events at the expense of responsiveness. The stated goal here is different: blend jaw-dropping camerawork into actual gameplay. That might mean the camera briefly swings low during a judo throw before snapping back to a standard angle, or the lighting shifts as a car bursts through a glass façade, yet you remain in full command throughout.
For technology-focused players, this approach hints at careful engine customization. Streaming dense urban maps, crowds, and destructible objects while keeping 60 frames per second will test any optimization pipeline. If Saber pulls it off, though, the technical layer becomes invisible, leaving you with something closer to a continuous tracking shot from the movies than a stitched-together series of loading screens.
What this upcoming release means for licensed games
Licensed games have historically oscillated between forgettable tie-ins and rare prestige projects. This John Wick game leans toward the latter category, with a standalone story, active involvement from Keanu Reeves and Chad Stahelski, and a scope similar to other top-tier action titles. Outlets such as GameRant’s trailer analysis already frame it as a potential reference point for future adaptations.
If this adaptation succeeds, it could influence how studios treat other action-heavy film properties. Instead of replicating scenes, they might carve out unexplored parts of a timeline, focus on a character’s formative years, and design combat from the ground up around signature moves. For Marcus and players like him, that means the gap between cinema and interactive media narrows. The next time he leaves a theater buzzing from a new action sequence, he may reasonably expect a similarly thoughtful video game adaptation rather than a rushed afterthought.
Key takeaways for fans and players
For now, the project remains officially untitled and without a confirmed release date, yet the outline is already clear. You are getting a mature single-player third-person shooter, built around choreographed gun-fu, driving, and tightly framed cinematic staging. The focus on a defining era of Wick’s life gives narrative weight to every contract and betrayal you encounter on the way up the ladder.
As more footage appears and previews surface, the most important question will not be whether the game mimics scenes from the films, but whether it captures that feeling you had the first time you watched John reload mid-fight and thought, “This should be playable.” Everything about the current design philosophy suggests that this is exactly the sensation the developers are aiming to bottle.
- A standalone prequel story exploring John Wick’s rise before the first film.
- Single-player third-person action shooter with gun-fu combat and driving.
- Developed by Saber Interactive for PS5, Xbox Series X|S, and PC.
- Keanu Reeves returns for voice and likeness, with Chad Stahelski involved.
- Focus on cinematic camerawork, immersive environments, and replayable contracts.
Which platforms will the new John Wick game release on?
The upcoming John Wick game is being developed as a modern AAA title for PlayStation 5, Xbox Series X|S, and PC. There are no indications that it will appear on previous-generation consoles, which allows the team to focus on newer hardware features and higher visual fidelity.
Is the John Wick game a direct adaptation of the movies?
The project is not a direct retelling of the films. Instead, it presents an original storyline set years before the first movie, exploring John’s rise within the High Table’s criminal ecosystem. Familiar characters appear in earlier phases of their lives, alongside new figures created specifically for interactive storytelling.
What kind of gameplay can players expect?
Players can expect a single-player third-person action experience centered on gun-fu combat, close-quarters martial arts, and intense driving sequences. Encounters are designed to feel like choreographed action scenes, with dynamic camera work, environmental interactions, and a focus on timing, positioning, and stylish execution rather than simple run-and-gun mechanics.
Is Keanu Reeves involved in the John Wick video game?
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Yes. Keanu Reeves is involved in the production and is reprising John Wick’s likeness and voice for the game. His participation aims to maintain continuity with the films and reinforce the sense that this story belongs to the same universe, even though it is told through interactive missions.
How does this game differ from John Wick Hex?
John Wick Hex was a tactical strategy title with a stylized aesthetic and turn-based planning. The new project takes a different direction as a full-scale AAA action shooter, placing you directly behind John in real time, with realistic visuals, cinematic presentation, and a broader narrative scope focused on his early career.


