in 2002 Thing is widely regarded as one of the best horror games based on an existing media franchise. Many licensed horror games are unfortunately relegated to genres that require a specific setting, such as asymmetrical multiplayer or short VR experiences, but The Thing — a team-based third-person shooter — dares to go one step further, telling its own unique story that serves as a true sequel to John Carpenter’s 1982 film masterpiece.
It’s not a game that often finds itself on major remaster wish lists, but Nightdive Studios nonetheless delivers what a few of us realized we wanted with The Thing: Remastered. Announced during IGN Live and slated to land on Switch later this year, the Computer Artworks original is getting a complete overhaul, with updated visuals, improved lighting, numerous quality-of-life tweaks, and more.
To learn more about the project, we spoke with Larry Kuperman (Director of Business Development) and Stephen Kick (Studio Director) at Nightdive Studios. They discuss what led to the decision to revisit The Thing, what Switch fans can expect from the game’s performance, and which horror movies the team thinks would translate well to games…
Nintendo Life: First of all, why The Thing? What made you revisit this title?
Larry Cooper: For starters, we’re all fans of the classic movie as well as the game itself. Remember that the game was originally released in 2002; we thought the game was brilliant, but flawed in the sense that the original developers took it as far as the technology of the time would allow. Now, with modern gaming systems, we have the opportunity to fulfill their vision.
Stephen Kick: I’ve always been a huge horror fan and when the game came out I played it on day one. It was the first licensed game to live up to the legacy set up in the film, and the fact that it was a sequel and was officially considered canon made it incredibly special. The Thing is a title I’ve wanted to remaster since the beginning of Nightdive and I’m honored to be given the opportunity to introduce a new generation of fans to this incredible game.
Nightdive has handled several major IPs in the past, but The Thing is arguably one of the most revered horror franchises of all time. How did it feel to take the reins on this project?
Larry: I think “respect” was the right word. It’s really exciting and a little scary at the same time.
Stephen: I have a poster of Drew Struzan’s legendary Thing hanging outside my office. It seems surreal to work on the property, but it speaks volumes for how far Nightdive has come in delivering some of the best remastered experiences out there. I couldn’t be more proud of what our team has accomplished. I only hope is that fans of the game and the movie will like what we deliver.
The original title was published by Vivendi Black Label Games on PC and Konami on consoles – was it difficult to get the rights to work on this project?
Larry: I can’t comment on the details of the contract, but fans should know that we’ve been working on getting the rights to this game for several years.
How important was it to have Mark Atkinson, one of the original directors, to help? What insight did it provide? Has anyone else from the OG team helped?
Larry: Absolutely! Ron Ashtiani was the first of the OGs to join us on this project, and Ron introduced us to Mark. Both Ron and Mark work directly with our team on a daily basis. They helped us understand the vision of the original game, pointing out things they would have changed or improved if they had the technology and time.
Aside from the visuals, can you talk about other improvements that have been applied to the game?
Larry: I can’t go into details, because we want the fans to be surprised and because the game is still in development. But fans should expect significant improvements in gameplay quality while staying true to the original vision. As always, our goal is to give fans a remaster that ‘plays the way you remember it’ just a little better.
Stephen: One thing I will mention is that the lighting has undergone a major overhaul. The Thing was a terrifying cinematic experience and we are looking closely at the film and how it was lit to bring the same atmosphere to the game.
What challenges did you face with this project? Have there been any difficulties that you may not have encountered with previous games?
Larry: I wouldn’t consider this a “difficulty”, but through Ron and Mark we received a huge amount of original funds and materials. We use some in the game itself. For the rest, we are trying to decide what is the best way to preserve it. This is the kind of challenge that is good to have.
Your games will really appeal to an older audience that may have played the original, but how will you attract new fans with The Thing: Remastered?
Larry: The fan reaction to our announcement of The Thing was spectacular and extended beyond the players who played the original. Fans of the movie and horror movies in general, people who might not otherwise be interested in games, make up the largest new sector of our audience. Looking at the number of trailer views, as well as some other factors, shows us that this title will have mainstream appeal.
We know you’re aiming for 4K resolution and 144fps performance, but what can you tell us specifically about the Switch version? Will the performance match previous releases like PO’ed and Dark Forces?
Larry: Yes, The Thing will have all the performance improvements that fans have come to expect from a Nightdive title. The Switch will also get gyro targeting.
Many of the Nightdive games have options that allow for a ‘retro’ look that might appeal to fans of the original title. Is that the case with The Thing?
Stephen: With this specific title, due to the complexity of the assets, there will be no option to switch between the original and remastered visuals.
Finally, do you have any favorite horror movies or TV shows that you think would translate well to video games?
Stephen: I personally would like to see the movie Mandy adapted into a game, but as a sequel in the same way that the game The Thing was adapted. Something about controlling Nicolas Cage in third person as he battles demons and new age cultists with chainsaws and that giant ax excites me.
I’d like to see it too Destruction get some sort of adaptation – it’s basically a modern take on HP Lovecraft Color beyond space, but it is more suitable for playing. Play as a team of multidisciplinary researchers thrust into an ever-changing, evolving environment full of wonder and horror. Coincidentally, there was a film adaptation of the original story starring Nicolas Cage, so one way or another we’re getting Nick Cage in a horror game!