Game review
Samson Review: Great Bones, Broken Combat
5.7 / 10
- Developer
- Liquid Swords
- Publisher
- Liquid Swords
- Released
- 8 April 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- $24.99
- Players
- false
The short version
Samson has the bones of something special, a grimy, well-realized open world, a genuinely tense debt-collection structure, and hand-to-hand combat that clicks when it works, but janky animations, unreliable driving feel, and a thin, repetitive mission loop leave it stuck in Mixed territory at launch.
Biggest strengths
- A genuinely well-realized, grimy Rust-Belt city setting that multiple reviewers single out as one of the best-atmosphered worlds they've seen from a small studio
- A tense Action Point and Daily Quota structure that gives every mission real, ticking-clock stakes instead of aimless open-world busywork
- Hand-to-hand combat that, when it connects properly, several reviewers describe as genuinely satisfying and heavy-feeling
Biggest weaknesses
- Melee combat suffers from unreliable hit registration, teleporting enemy targeting, and input delay that undermine the entire premise of a hand-to-hand-focused game
- Driving controls and feel are widely described as stiff and unsatisfying, a serious problem for a game that leans on car chases as a second core pillar
- A small, repetitive mission structure recycles the same handful of job types, and the map itself is criticized as too small to support the open-world framing
Who it's for: Best suited to patient fans of low-budget open-world crime games who can look past technical rough edges for atmosphere and a distinctive time-pressure structure; a poor fit for anyone expecting the polish of a AAA driver/beat-em-up hybrid.
Our recommendation: Wait for a sale
5.7 / 10
A debut with real ambition
Samson is the debut release from Liquid Swords, a small studio founded by an Avalanche Studios and Just Cause veteran, and it wears that pedigree on its sleeve. You play the title character returning to Tyndalston, a city that "built him hard and never forgave him," to pay off a debt using his sister as leverage against him. It's a lean, noir-flavored premise, explicitly built, per the store page, "with intent, no excess, no padding," and reviewers broadly agree the vision behind it is genuinely compelling, even when the execution falls short.
An atmosphere that punches well above the budget
The single most consistently praised element across this Mixed review sample is Tyndalston itself. One reviewer called it "one of the best realized game worlds I've ever seen," while another described "Wonderful Rust-Belt Grunge atmosphere" paired with "great voice-acting." For a small studio's first release, built on Unreal Engine 5, the world clearly received disproportionate attention relative to its systems, and it shows in a way that consistently pulls even critical reviewers back in.
A ticking-clock structure that actually creates pressure
Samson's Action Point and Daily Quota systems give the open-world loop real teeth. Each day is split into time segments with limited action points to spend on missions, deliveries, getaways, beatdowns, while a growing daily debt payment looms over every decision. One reviewer who otherwise found the game "bad" still praised "collecting money to pay off debt while adding the element of losing money on death" as "also cool." It's a structure that, on paper, gives Samson something most open-world crime games lack: genuine, mechanically-enforced urgency.
Combat and driving undermine the game's two core pillars
Unfortunately, the two systems the entire game is built around, hand-to-hand combat and driving, are also its biggest points of failure. Reviewers repeatedly describe targeting that "grabs" enemies and teleports the player toward them, sprinting attacks that require standing still to register, and input delay severe enough to break the rhythm combat depends on. One detailed review put it bluntly: "Melee combat and driving are the worst parts of this game. The animation breaks and input delay are insane." Several reviewers who found individual hits satisfying in isolation, "the combat is 9/10, but the optimization is a 4/10," still couldn't recommend the game as a whole because the underlying feel is so inconsistent.
A promising concept stretched thin
Beyond the moment-to-moment combat, reviewers describe a mission structure that recycles a small handful of job types across a map several called too small to justify the open-world label, "the map is the size of a basketball court," as one put it. Others report the story wraps up in as little as nine or ten hours, with side content largely repeating the same core loop rather than expanding on it. Combined with genuine bugs, including at least one scripted story event that failed to trigger and blocked further progress for one reviewer entirely, the overall impression across the Mixed sample is of a game that shipped with real gaps still visible.
A developer that appears to be listening
To Liquid Swords's credit, this isn't a case of an abandoned or indifferent launch. Multiple reviewers specifically note active, responsive post-launch patching, "after the recent patches, I have started to enjoy this game a lot more," and the developers have already published an updated 2026 roadmap alongside a series of numbered content and stability updates in the weeks since release. One reviewer summed up the overall trajectory well: "Needs a bit more time in the oven, but the devs are already being open honest and reactive to the feedback." For a first release from a new, small studio, that kind of visible, sustained commitment matters, even if it doesn't retroactively fix what shipped on day one.
An inspiration list that's easy to spot
Reviewers who came in already primed for this genre consistently connect Samson to a specific lineage: PS3-era Driver games, Sleeping Dogs, Mafia, GTA IV, and Max Payne all get name-checked repeatedly across the sample, and it's not hard to see why. The no-gunplay focus on fists and cars, the debt-collection framing, and the grimy urban setting all sit comfortably in that tradition. One reviewer described it as feeling "like a cool mix of original Mafia games with GTA IV and Max Payne," which is a genuinely flattering comparison for a debut studio to earn, even if the execution doesn't yet match the games it's drawing from. That's arguably Samson's biggest asset heading into its future updates: it's chasing an underserved niche that hasn't had a strong new entry in years, rather than competing directly against a crowded genre.
Performance is inconsistent but improving
Technical performance draws a genuinely split response. Some reviewers on modest hardware report surprisingly smooth results, "no stutters on my setup, even though it's built on the notoriously demanding UE5," while others describe frame rates stuck around 40-50fps regardless of settings adjustments, even after lowering everything to minimum. That inconsistency suggests optimization work that hasn't fully caught up with the game's visual ambitions yet, a common growing pain for a small studio's first UE5 release, but one that matters a great deal for a game whose combat already depends on tight, responsive feedback.
Worth watching, not worth rushing into
At $24.99, Samson undercuts most open-world crime games on price, and several reviewers explicitly call that out as reasonable given the state of the game. But a noir crime game built around hand-to-hand combat and driving needs both of those systems to feel good, and right now neither consistently does. Between the strong atmosphere and a developer that seems genuinely committed to fixing things, Samson is worth keeping an eye on, but at launch, it's a game to wait on rather than one to jump into immediately.
Pros and cons
Pros
- A genuinely well-realized, grimy Rust-Belt city setting that multiple reviewers single out as one of the best-atmosphered worlds they've seen from a small studio
- A tense Action Point and Daily Quota structure that gives every mission real, ticking-clock stakes instead of aimless open-world busywork
- Hand-to-hand combat that, when it connects properly, several reviewers describe as genuinely satisfying and heavy-feeling
- An unusually reasonable $24.99 price point for a full open-world game, with developers actively patching and responding to feedback since launch
Cons
- Melee combat suffers from unreliable hit registration, teleporting enemy targeting, and input delay that undermine the entire premise of a hand-to-hand-focused game
- Driving controls and feel are widely described as stiff and unsatisfying, a serious problem for a game that leans on car chases as a second core pillar
- A small, repetitive mission structure recycles the same handful of job types, and the map itself is criticized as too small to support the open-world framing
- Notable bugs at launch, including at least one game-breaking scripted-event failure that blocked story progress for some players