Nintendo Switch

Onyx: The Dark Grip Aims to Revive Nintendo's GameCube-Era Horror Spirit

Bloober Team and Broken Mirror Games see their Switch 2 exclusive as a hardware-led horror experiment, built on trust, handheld play, and a long-term studio philosophy.

Onyx: The Dark Grip Aims to Revive Nintendo's GameCube-Era Horror Spirit

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Nintendo systems have never been completely devoid of horror, but the category has often lived at the edges of the company's catalog. That makes Onyx: The Dark Grip an unusual and potentially important project. Developed by Bloober Team and published internally through its newer Broken Mirror Games division, the 2.5D psychological horror title is being made exclusively for Nintendo Switch 2 and specifically around the console's handheld mode.

The project is notable not simply because it is another dark game arriving on Nintendo hardware. It represents one of the rare cases of a third-party horror game receiving Nintendo exclusivity, in a space that has historically been shaped by a family-friendly brand identity, regional ratings considerations, and a comparatively small number of dedicated horror releases. Bloober Team CEO Piotr Babieno and Broken Mirror Games executive director Tymon Smektala view that arrangement as both an opportunity and a statement about the company's place in the genre.

For Babieno, the idea also has a personal dimension. He has described himself as a Nintendo fan and said the partnership lets him fulfill a creative ambition. But the game's existence is also tied to a broader relationship-building effort: Bloober Team believes it has established the stability, credibility, and horror credentials required for a partnership of this kind.

A rare place for dedicated horror on Nintendo hardware

Nintendo has hosted frightening, violent, and mature games throughout its history, yet it has rarely positioned itself as the natural home for major third-party horror exclusives. The GameCube remains a particularly memorable exception. Its library included landmark versions of Resident Evil games, the original Eternal Darkness: Sanity's Requiem, and an era in which Nintendo platforms could feel unexpectedly welcoming to players looking for something unsettling.

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Babieno has pointed to Eternal Darkness and Resident Evil 4 as important touchstones. His ambition is not simply to recreate that period, but to recover its sense of surprise with a modern approach. Nintendo audiences, he argues, can be enthusiastic about games that are distinctive to their platform, including darker projects that take advantage of a console's particular strengths.

That context makes Onyx: The Dark Grip stand out. A true Nintendo-exclusive horror game from a third party has been a rarity since Fatal Frame: Maiden of Black Water launched for Wii U in 2014, before later receiving versions for other platforms. The Switch 2 project follows another recent announcement, the asymmetrical cooperative title Beyond the Dark: Nightwatch, but Onyx appears to be pursuing a far more intimate kind of fear.

Rather than treating portability as a compromise, Bloober Team and Broken Mirror are framing handheld play as a key part of the design. The premise puts players in the role of both a godlike entity and the person under that entity's possession. That split lays the groundwork for psychological tension, as well as mechanics designed to make the device itself feel intertwined with the horror.

Horror designed around what is in the player's hands

Babieno has said Broken Mirror wants to put horror "literally back into players' hands." The phrase captures why the team has committed to Switch 2 handheld mode as more than a distribution decision. The hardware is meant to influence how the game creates unease, with the team interested in fourth-wall-breaking ideas that can make players question what they see and how they are interacting with their device.

Smektala, who joined Broken Mirror after 13 years at Techland, including three years as director of the Dying Light franchise, believes there is still plenty of room to explore how games can destabilize players. He has highlighted the appeal of making someone doubt the image on screen and even doubt their own interface with the game. In Onyx, that interest is not an optional flourish; it is part of the project's identity.

The exact features behind that philosophy have not been detailed, so expectations should remain measured. Still, the concept aligns with a long tradition of horror games using platform-specific tricks to blur the line between fiction and the player's real-world experience. In this case, the small, personal nature of a handheld screen may be as valuable as technical spectacle. A horror game played close to the face, through headphones, in isolation, has a different emotional texture than one played across a living-room display.

It also offers a compelling counterpoint to the broader push toward increasingly cinematic, large-scale horror productions. Bloober Team has experience with visually elaborate projects, most notably the Silent Hill 2 remake. Onyx instead appears positioned as a more focused experiment: a stylized 2.5D game built around perspective, possession, and the physical context of portable play.

Trust, Japanese business culture, and Bloober Team's changing reputation

Smektala says Nintendo does not work with every developer that approaches it. In his view, building a relationship with Japanese companies requires patience, trust, and evidence that a studio can deliver on its commitments. Securing Nintendo's support, including an appearance in a Nintendo Direct, is therefore meaningful validation for Bloober Team and its publishing arm.

Bloober Team's work with Konami on Silent Hill 2 is central to that perception. When the remake was first announced, the Polish developer faced considerable skepticism from fans protective of the original. The finished game was received far more warmly, helping demonstrate that the studio could handle an enormously significant horror property while modernizing it for a new audience. Babieno agrees that the success of that relationship played a role in opening further doors in Japan.

His explanation goes beyond the performance of one title. Babieno says Bloober Team approaches growth with a long-term mindset that he considers closer to a Japanese business philosophy than a Western one. The emphasis is on establishing a durable company, protecting internal expertise, and cultivating an identity that lasts for decades rather than chasing a single success.

That idea is particularly relevant at a time when the game industry continues to face instability, layoffs, studio closures, and abrupt shifts in strategy. Babieno says the company weighs its plans against a practical question: can it pursue a project without needing to reduce staff later? If the answer is no, he suggests, the better course may be to find another route or decide against making that game.

Stability as part of the creative strategy

Bloober Team is publicly traded, and Babieno acknowledges that financial performance matters. However, he maintains that keeping knowledge within the company is even more important for a studio seeking longevity. Losing experienced staff can weaken the creative DNA that allows teams to improve from project to project, particularly in a specialized field such as horror.

Babieno has invoked a well-known statement from former Nintendo president Satoru Iwata: if a company dismisses 5% of its workforce, the other 95% may continue working in fear that they will be next. The remark informs his stated view that improving short-term financial metrics should not automatically take priority over providing a stronger future for employees.

That does not mean a stable path is guaranteed. Game development is unpredictable, publishing is competitive, and an exclusive project faces the added pressure of being closely associated with one hardware ecosystem. Yet the approach helps explain why Bloober Team sees Onyx as more than a one-off partnership. The company wants to be regarded as a reliable creator and publisher of horror, capable of maintaining relationships with platform holders and rights owners over time.

Smektala's arrival at Broken Mirror also signals a wider genre strategy. He has identified social horror as one area worth exploring, pointing to games such as Repo and Lethal Company as examples of experiences that derive their power from online connection and unpredictable player interaction. Broken Mirror's announced Saw: Genesis is intended to explore that space. Onyx, by contrast, investigates the solitary and tactile side of fear.

Together, those projects suggest that the publisher is not treating horror as one fixed format. One game can lean into group dynamics and technology-enabled social tension; another can use a handheld device to make a player feel personally implicated in what is happening. The common thread is an interest in interaction, whether the pressure comes from other people or from the unsettling feeling that the game understands the player's actions too well.

Why Onyx matters for Switch 2

Onyx: The Dark Grip has not yet revealed enough to determine whether it will earn a place beside Nintendo's most memorable horror-adjacent releases. Its importance currently lies in what it represents: a major horror specialist building a Nintendo-exclusive game around portable hardware rather than merely bringing an existing design to the platform.

For Switch 2 owners, that could mean a more varied identity for the system's upcoming lineup. Nintendo platforms are already associated with inventive design and broad accessibility, but projects such as Onyx can expand the perception of what belongs there. The GameCube era showed that a Nintendo console could accommodate unnerving, mature, and even experimental horror without losing its character. Bloober Team is now trying to bring that possibility forward in a form shaped by modern hardware and modern anxieties.

Whether the game's possession premise, 2.5D presentation, and fourth-wall ambitions come together remains to be seen. What is clear is that Broken Mirror and Bloober Team are treating the Switch 2 as a creative partner in the experience. If that gamble works, Onyx: The Dark Grip may become a meaningful reminder that horror can be especially effective when it arrives in the least expected places.

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(Image credit: Broken Mirror Games)

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Quinton Johnson

Yo, it's Quinton Johnson! In the streets, they know me as that hypebeast always flexin' the latest drops. Sneaker game? Always on point. My collection's got some serious heat, and I'm always hunting for the next pair. And when the sun sets? You can bet I'm lighting up the courts on NBA 2K. From fresh kicks to sick 3-pointers, it's all about living the hype and shooting my shot. Let's ball!

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