Summary
- Big-name storytellers are shaping upcoming games, promising stronger, cinematic narratives.
- Expect diverse narrative styles: director-driven, dialogue-free, branching timelines, and sequels.
- Veteran teams and indie auteurs (Levine, Hennig, Supergiant, Obsidian) boost confidence in game stories.
Video games come in all shapes and sizes. Some are purely about explosions; others play like animated movies where the only player input is a dialog choice every few minutes. There is no “right” way to make a video game, and the fact is, a video game doesn’t even need a story to be successful, impactful, or beloved by its players. It certainly doesn’t hurt, though.
In the last three console generations, many of the most highly-regarded games have featured memorable, sometimes even emotionally moving stories, thanks in large part to the growth of storytelling in game development. These upcoming games are taking that to heart. From titles that will be released in just a few weeks’ time to ones that are still a long ways off, each of these upcoming games is being made with a great storyteller (or several) on the team, and that bodes well for the video game narratives that players will be experiencing in the near future.
John Carpenter’s Toxic Commando
The Iconic Horror Director Makes His Gaming Debut
This one is pretty self-explanatory, since the guy’s name is right there in the title, but John Carpenter’s Toxic Commando is set to feature input from the legendary filmmaker himself. While Carpenter is not involved in the game’s writing, he was a key figure in the inception of the idea and the creation of the game world’s lore. Carpenter is, of course, an iconic director of 1980s horror films, including The Thing, They Live, and Halloween, although he has a dozen other beloved titles in his filmography as well.
If that’s not enough, Toxic Commando was written by Michael Moreci, a novelist and comic book author best known for his Roche Limit trilogy, which Paste Magazine called one of the best sci-fi comics of all time. He’s also written for Star Wars, Battlestar Galactica, Stranger Things, and several DC Universe projects, including his novel The Lost Carnival: A Dick Grayson Story. While it’s unclear as of this writing how big a part the narrative will play in Toxic Commando, with these two creatives at the helm, there’s a good chance that what’s there will be pretty compelling.
Judas
The Long-Dormant Ken Levine Rises Again
He’s best known for his work on BioShock and BioShock Infinite, but Ken Levine has his name on some of the most highly-regarded narratives in gaming history. His first job in gaming was to build the lore and design of Thief: The Dark Project. After that, he started his own studio and was lead writer on System Shock 2, which to this day is considered one of the best immersive sims of all time, and features one of gaming’s greatest villains, SHODAN.
Considering his resume, the fact that Levine’s next game, Judas, developed by Ghost Story Games, is being described as “narrative LEGO” should have any fan of great storytelling excited. From a game design perspective, Levine’s chops at crafting single-player first-person shooters are obvious, but between BioShock, BioShock Infinite, and System Shock 2, his writing prowess places him in a rare pantheon of video game storytellers. While Judas may be taking a little longer to release than some might like, that’s only because gamers are eager to see what Levine and his team have in store for them next.
Hades 2
Will Supergiant Games Ever Miss?
Supergiant Games’ track record is stellar; the best of any indie studio in the gaming industry. A big factor in that is that it’s rare for an indie studio to release four major hit games and not get bought up by a triple-A publisher, but Supergiant’s relatively small size and indie status are worn like a badge of honor. And why not? From a game about a girl whose boyfriend was turned into a sword to a story about a group of misfit prisoners playing fantasy basketball, Supergiant Games has yet to miss. On the horizon is the studio’s first sequel, Hades 2, and it looks set to release in the very near future.
At the helm of those narratives is Greg Kasavin. Supergiant scooped up the former site director and executive editor at GameSpot at the studio’s inception, and Kasavin has been the lead narrative designer on every game they’ve made, from Bastion to the upcoming Hades 2. There is no reason to think that the storytelling pedigree established by Supergiant Games will suddenly fall off with their next game, and while Hades is a high bar to live up to, this team of 26 developers seems more than up to the task.
The Outer Worlds 2
Obsidian’s Claim To Fame Has Consistently Been Their Writing
Obsidian Entertainment has really ramped up its production in 2025. The year began with the studio’s release of Avowed in February, which was followed by Grounded 2 launching into Early Access in July. Next up in October is The Outer Worlds 2, the sequel to their sci-fi first-person shooter RPG from 2019. The first game had its stumbles, but storytelling certainly wasn’t one of them, and most of the same team has returned to work on the sequel.
One exception to that is Tim Cain, one of the original creators of Fallout, who was co-director on The Outer Worlds alongside Leonard Boyarsky, another of the Fallout creators. Cain stepped away from Obsidian and says he considers himself retired, but has remained on call to consult with the team making The Outer Worlds 2. Instead, Boyarsky has taken over as the game’s sole creative director, which he has some experience with after taking the lead on a little game called Vampire: The Masquerade – Bloodlines in 2004. The fact of the matter is, if there’s one game coming in 2025 that is virtually guaranteed to tell a great story, it’s The Outer Worlds 2. It’s what Obsidian has built its legacy upon, and few studios can match its consistent level of storytelling prowess.
The Blood Of Dawnwalker
Some Key Players From The Witcher 3 Team Strike Out On Their Own
When a game is marketed as being made by “former blank studio developers,” it can feel a bit disingenuous. However, in the case of The Blood of Dawnwalker and its fledgling studio, Rebel Wolves, that’s very much the case. The game’s lead writer, Jakub Szamalek, was part of the writing team for CD Projekt Red’s The Witcher 3: Wild Hunt, while director Konrad Tomaszkiewicz was one of three directors who brought The Witcher 3 to life. These aren’t former QA testers; they’re former key team members at one of the most respected game studios on the planet, and they played a major part in developing one of the best RPGs of all time.
The Blood of Dawnwalker is an ambitious title, and a major component of that is the storytelling. The team at Rebel Wolves has said that there will be no delineation between main and side quests in the game. Instead, players are on a set 22-day timeline, and whatever quests they prioritize will, in turn, shape how the narrative plays out. It’s a fascinating approach to game design that does have a certain Witcher 3 flavor to it, as that game is highly-regarded for its excellent and shockingly deep side quests. Taking things one step further by removing the distinction between main and side quests seems like a natural evolution, and one that only a team of creatives like this could hope to pull off.
Reanimal
Dialogue-Free Narratives Require Serious Storytelling Chops
The Little Nightmares series isn’t often cited for its excellent storytelling, but it should be. Considering it features no dialogue of any kind—be it text-based or voice-acted—the series has told an impressive, interconnected story throughout its first two games. Little Nightmares 2, in particular, manages to include several narrative twists, shocking betrayals, and thorough character arcs, all without uttering a single word. That’s no easy feat, and Tarsier Studios doesn’t get nearly enough credit for making it work.
Thanks to a weird IP quirk caused by Embracer’s acquisition of Tarsier Studios, the developer no longer owns the rights to the Little Nightmares franchise, so while Little Nightmares 3 is being developed by Supermassive Games (of Until Dawn and Dark Pictures Anthology fame), Tarsier is working on a new IP: Reanimal. While not a ton is known about the game as of this writing, the trailers bear all the hallmarks of Tarsier’s unsettling blend of body horror, existential dread, and 2.5D platforming. Considering David Mervik, the writer behind Little Nightmares 1 & 2, is also at the helm of Reanimal, it’s fair to say that the game’s storytelling is in good hands. Keep in mind, this is the studio that also made LittleBigPlanet 3 and Tearaway Unfolded (and the criminally underrated Rag Doll Kung Fu). Their talent has been on display for over a decade, and they show no signs of slowing down.
Intergalactic: The Heretic Prophet
Naughty Dog’s Narratives Have Transcended The Gaming Medium
Naughty Dog is a big fish in the game developer scene; one of the biggest when it comes to single-player games. The developers behind Crash Bandicoot, Jak & Daxter, Uncharted, and The Last of Us, their last miss—and barely a miss, at that—was Jak X: Combat Racing in 2006. Since then, for nearly two decades, Naughty Dog has been pumping out all-time classics, including what are considered some of the best video games of all time. Needless to say, the hype surrounding Intergalactic: The Heretic Prophet is well-founded.
Written by studio head Neil Druckmann, along with newcomer Claire Carre, while few things are known about Intergalactic, one thing that is almost certain is that it will tell a very well-written story. Druckmann has proven his talent for crafting complex and deeply personal characters with both The Last of Us and Uncharted, including his ability to hop between mediums with his work on HBO”s The Last of Us adaptation. There is little doubt he’s hard at work thinking up ways to break players’ hearts with Intergalactic: The Heretic Prophet at this very moment.
Marvel 1943: Rise Of Hydra
The Answer To “What Is Amy Hennig Working On?”
There aren’t many video game writers working today that carry the name recognition Amy Hennig does. From her work on the Legacy of Kain series to her co-writing alongside Neil Druckmann on the original Uncharted trilogy, Hennig has created one heck of a resume over her career. After stepping away from Naughty Dog to join Visceral Games in making a now-canceled Star Wars game known only as “Project Ragtag,” Hennig left Visceral as well, worked with EA for a bit, then Square Enix, before announcing that she’d formed a new branch of Skydance Media, called Skydance New Media, in 2019. Two years later, it was revealed that her division was working on a new game for Marvel Entertainment, and three years after that, Marvel 1943: Rise of Hydra was was announced.
While Marvel’s film division has had its ups and downs since 2021, the gaming side of things has been booming. Between Marvel’s Spider-Man, Marvel’s Guardians of the Galaxy, Marvel’s Midnight Suns, and Marvel Rivals, even the weirdest blend of genres and Marvel heroes has gotten high praise from both critics and word of mouth from players. Now stepping up to the plate is one of the most respected storytellers in the gaming medium, and with strong studio backing, creative freedom, and a unique and fascinating premise, Marvel 1943 is looking like the next big hit in Amy Hennig’s career.
Mass Effect 5
Return Of The Kings
Just hear us out. Sure, BioWare’s track record of late has been… spotty, to put it gently. Mass Effect: Andromeda, while not a bad game, didn’t exactly blow the doors off. Anthem was a disaster, although the flying mechanics are still fun. And Dragon Age: The Veilguard is one of the most divisive games in recent memory. Mass Effect 5 may be the developer’s last shot at regaining their former glory, which is a lot of pressure to put on any team, let alone one that has faced the vitriol that BioWare has in the last decade. That said, there’s a reason it’s being included here, and that’s the team leading its development.
Many gamers will often say that the studio “has lost all of its former creators,” and that it is BioWare “in name only.” Mass Effect 5 is here to prove that narrative wrong. Mike Gamble, executive producer on the original Mass Effect trilogy, is back in his former role. Derek Watts, a former Mass Effect art director, and Parrish Ley, a cinematic director (promoted to creative director on ME5), are also returning. Meanwhile, Preston Watamaniuk, lead designer of the original trilogy, is returning as the game’s director. Dusty Everman, who was lead technical designer on ME1 and worked his way up to creating all the on-ship crew interactions in ME3, is Mass Effect 5’s narrative designer. Joining them is Mary DeMarle as a senior narrative designer whose writing credits include being lead writer, narrative director, and narrative lead on Deux Ex: Human Revolution, Deus Ex: Mankind Divided, and Marvel’s Guardians of the Galaxy, respectively. While many will bemoan the loss of Casey Hudson, the original series director, the fact is that these are all Mass Effect veterans in key leadership positions in the development of Mass Effect 5, working alongside a standout video game writer for the last decade. If there is any team that can right the ship at BioWare and get the studio producing quality narrative RPGs like it did in the 2000s and early-2010s, it’s this group.
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