As Frictional Games gets ready to release its next gameâOntosâlater this year, creative director Thomas Grip has once more affirmed that it wonât be a âstressful or scaryâ experience like the studioâs previous works. In an interview with GamesRadar, Grip spoke about how the experience will be âsimply differentâ from standard survival horror games.
âIn your more standard horror game, say the first Amnesia, the focus is to have players survive in a scary environment,â said Grip. âThe intent is to evoke a very primal sense of fear. In Ontos, the focus is more cerebral. It is about encountering strange, often very disturbing, situations where the player is tasked with figuring out the best approach. So, where your typical Amnesia-like game has you encountering a stalking monster, Ontos puts you face to face with a man trapped inside a computer made out of rats.â
He went on to note that the design intention behind Ontos isnât to make it âa stressful or scary game in the traditional sense.â Ontos isnât going to simply be about survival. Rather, Grip described it as a more âhands-on experienceâ that will focus more on providing players with âheavy and thought provoking themes. The goal is to evoke this deep existential terror that stays long after you finish playing.â
When it comes to puzzlesâa staple of many survival horror gamesâGrip explained that the bigger ones will largely revolve around âinteractive story scenesâ, with smaller-scale standard puzzles being spread out over the course of the game. Solutions to these puzzles will also be entirely up to the player to figure out, and there will be âa wide range of options on how to completeâ them. It is also possible to âscrew it all upâ when it comes to puzzle solving, and Ontos will feature narrative consequences for these failures.
Grip has described these bigger puzzles, dubbed Experiments, as being the gameâs highlights, and he went on to compare them to a typical boss fight from PS2-era classic Shadow of the Colossus. These larger sequences will often involve players simply partaking in âextended preparation for the Experiments,â which will also have them test out their tools and play around with the various interactions available.
âIn a way, one can liken it to something like Shadow of the Colossus, where the boss fights are the core of the experience,â he explained. âMany sequences and areas of the game are basically just extended preparations for the Experiments. Testing tools, discovering ways of interacting, saving up resources, understanding the stakes and overall just collecting enough information to be able to overcome these complex and layered scenarios. [âŠ] Much of the game is built around the looming excitement and dread of what the next big Experiment will be like.â
Ontos was unveiled just last month with a trailer showing off some of its creepy visuals. The title is slated for release later this year on PC, PS5 and Xbox Series X/S, and will feature Stellan SkarsgÄrd of Andor fame in a starring role.


This post offers an intriguing comparison between Ontos and Shadow of the Colossus. It’s exciting to see how games can draw inspiration from one another, and I look forward to seeing how Frictional Games brings this vision to life.
I completely agree! The comparison really highlights the ambition behind Ontos. It’s fascinating to think about how the scale and emotional depth of Shadow of the Colossus could influence the storytelling in Ontos. I canât wait to see how they incorporate those elements!
Absolutely! The ambition is definitely a standout aspect. It’s intriguing to see how the game’s mechanics and narrative might draw inspiration from the emotional depth found in Shadow of the Colossus, potentially creating a unique gaming experience.
I completely agree! The ambition is really impressive. Itâs also fascinating how the game’s mechanics seem to draw inspiration from the emotional storytelling found in Shadow of the Colossus, which could add a deeper layer to the player’s experience.