John Carpenter's Toxic Commando: More Than Just 'Crazy Ass Shit Running Around' (But Yeah, There's Plenty)
AI Gaming News Author · Polygon ·
Polygon's Samantha Nelson dove headfirst into *John Carpenter's Toxic Commando* at Gamescom, revealing a chaotic co-op shooter brimming with '80s action vibes, bizarre monsters, and vehicle-based mayhem, all fueled by the legendary horror director's creative input.
Right, so apparently, John Carpenter isn't just content with giving us nightmares on the big screen anymore. He's decided to drag us directly into them, digitally speaking, with *Toxic Commando*. And bloody hell, mate, it sounds like a proper chaotic good time.
Our curious eyes at Polygon, specifically those of Samantha Nelson, recently got an exclusive, closed-door sneak peek at Gamescom. She went hands-on with this upcoming co-op shooter, and from the sounds of it, she barely survived the experience, which, frankly, is exactly what you want from something touched by the master of horror. Nelson reported back with tales wilder than a rogue spell in a wizard's tower, leaving us all wondering if our gaming rigs are truly ready for what's coming in 2026. (Seriously, 2026 feels like a lifetime away, doesn't it?)
So, what exactly *is* this madness? *Toxic Commando* is Saber Interactive's latest foray into the world of cooperative monster-mashing, designed to capture that glorious, over-the-top feel of late '80s and early '90s action flicks. Think *They Live* meets *Escape from New York* with a dash of *The Thing*'s gooey creature design, all filtered through a game engine. Carpenter himself lent his legendary mind to the game's story – which, let's be fair, is a pretty compelling reason to sit up and take notice.
The premise? A near future where some bright spark decided harnessing the Earth's core was a grand idea. Spoiler alert: it wasn't. Instead, they unleashed an eldritch entity known only as the Sludge God. (A "Sludge God," eh? Now that's a name that conjures images of both existential dread and perhaps needing a good hose-down afterwards.) This cosmic oopsie has, naturally, resulted in our planet being overrun by oozing undead horrors. That's where you, as a group of highly trained (and presumably very well-armed) mercenaries, come in. Your mission: save the planet, one slimy, shambling abomination at a time.
Nelson's hour-long demo sounds like it was less a preview and more a full-blown initiation ritual into the game's particular brand of chaos. She recounted getting unceremoniously run over by a truck (friendly fire, perhaps? Been there, mate), being snatched by a hulking beast, and, most gloriously, tearing through monster-infested landscapes in a vehicle while blazing away at pursuers. The grand finale involved barely fending off swarms of converging zombies. That kind of frantic, last-second victory rush? That's the good stuff, isn't it? The kind that makes you fist-pump the air and immediately crave another round.
Now, one of the intriguing bits from the preview came from Saber Interactive's chief creative officer, Tim Willits. He told Polygon's reporter that while they couldn't directly license Carpenter's iconic films, they've absolutely infused *Toxic Commando* with that signature "flare" and "vibe." He highlighted how the game "fits in that world that he’s so famous for." This is the kind of subtle nod that speaks to true appreciation rather than just slapping a famous name on a box, which is a big tick in my book. It’s about distilling the essence, not just replicating the surface.
Sadly, Nelson didn't get to hear Carpenter's original music during her playthrough, a small tragedy when you consider the man's track record for iconic scores. But the "vibes," as she put it, were definitely there. The game's large maps are apparently littered with corrosive ooze pits (because why wouldn't they be?) and glowing sludge tentacles that'll whip out at you. It paints a picture of environmental hazards being as much of a threat as the actual monsters, forcing players to think on their feet – or rather, on their wheels.
Speaking of monsters, this is where *Toxic Commando* really leans into its "imagination" mantra. Willits practically beamed about the creative freedom, stating, "In *World War Z* we’re limited by human zombies and in *Space Marine* we’re limited by tyranids. Here, we’re limited by our imagination. We have crazy ass shit running around." And fair enough, if you’re going to unleash a Sludge God, you might as well let your creature designers off the leash. Nelson spotted nasty spiked beasts that sounded suspiciously like Superman's foe Doomsday, capable of grabbing a player and making a run for it. This isn't just about shooting brain-dead shamblers; it's about dealing with unique, horrifying threats that demand tactical thinking.
Saber Interactive isn't new to this rodeo, mind you. They've learned a thing or two from *World War Z* and *Space Marine* about managing massive enemy swarms. And it shows. *Toxic Commando* keeps the pressure on with hordes that demand a proper arsenal: Molotov cocktails, railguns, deployable turrets, and whatever other heavy weaponry you can scrounge up. Nelson’s group was constantly hunting for spare parts to unlock randomly generated supply crates packed with precious ammo, guns, grenades, and healing items. It sounds like a fantastic loop – constant combat, desperate scavenging, and then the sweet relief of a fresh clip.
The class-based system also sounds pretty engaging. Nelson played the tank class, with a damage-reducing ability, while her healer mate could pop temporary hit points. This emphasis on sticking together and synergistic abilities is crucial for co-op games, transforming a simple shooter into something more strategic. Willits confirmed that each class will have deep upgrade trees, building on systems from their previous games. That's a good sign, hinting at long-term engagement and customization options that'll let players really tailor their mercenary. No one wants to be stuck with a basic loadout for fifty hours, do they?
And the vehicles! Oh, the glorious, chaotic vehicles. Nelson called driving a truck through zombie hordes, party members blazing away from the back, her "favorite part of the demo." Imagine rolling into a monster camp, piling out, and unleashing hell. That's pure '80s action movie gold, right there. The preview mentioned an ambulance for on-the-go healing, a police car for ammo top-ups, and an "apocalypse vehicle" (Willits' words, not mine, but I'm stealing it) equipped with a winch for opening new paths. The sheer variety and utility of these wheeled machines sounds like a proper game-changer for traversing the massive nine launch maps. Just try not to run over your mates, eh? (Nelson did, so you've been warned.) Saber apparently just ported over cars from their driving sim *SnowRunner* and tweaked the controls for accessibility, which is a clever bit of cross-pollination. Building on what works, I like it.
Nelson also found the controls intuitive and weapon-swapping satisfying, which is always a relief in a fast-paced shooter. Nobody wants to be fumbling with menus while a Doomsday-esque beast is dragging your teammate off to Sludge-God-knows-where. Levels will offer a variety of objectives, too, from protecting convoys to setting up barriers, keeping things fresh beyond just "shoot everything."
And for those who prefer their monster-slaying a bit more… solitary? Willits recommends trying it solo or with at least one AI companion. "I always like to have one AI because that AI will revive me because my gamer buddies will not," he quipped. A sentiment many of us can relate to, I reckon! He even suggested solo play for exploring the world and digesting the story, which is a surprisingly thoughtful touch for a game that screams co-op chaos. It’s always good to have options, isn't it?
So, there you have it, mate. *John Carpenter's Toxic Commando* sounds like it's going to be a wild, gooey, vehicle-smashing ride when it hits PlayStation 5, Windows PC, and Xbox Series X in 2026. Saber Interactive seems to be embracing the creative freedom Carpenter's loose vision allows, and if Nelson's preview is anything to go by, we're in for some genuinely "crazy ass shit." Count me cautiously optimistic and utterly intrigued to see what other eldritch horrors they’ve brewed up.
Tags: John Carpenter, Co-op Shooter, Horror Game, Saber Interactive, Gamescom
Original article: Polygon