Preview of Directive 8020: The Most Brutal Entry in The Dark Pictures Franchise
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At this year’s Summer Game Fest, CGM finally engaged directly with Supermassive’s upcoming installment in *The Dark Pictures Anthology*, *Directive 8020*, and after spending time with it, this could be the game where the series truly finds its stride after a misstep with *[The Devil In Me](https://www.cgmagonline.com/review/game/dark-the-devil-in-me-pc-review/)*.

First hinted at the conclusion of *The Devil In Me* way back in 2022, *Directive 8020* has been developing quietly for three years, and that additional time in the oven appears to be paying dividends. In simple terms: this is the most refined, bold, and genuinely unsettling installment in the anthology thus far. Whether it can maintain that momentum when the complete game releases on October 2, 2025, remains to be confirmed, but for now, the indicators are encouraging.

The segment we experienced highlighted two facets of *Directive 8020*’s *The Dark Pictures* dynamic. Initially, there was a stealth-oriented segment that pleasantly surprised me. The tension of navigating through a forsaken ship, attempting to evade a shape-shifting alien mimic, felt tight and focused, as if Supermassive Games had finally mastered blending actual gameplay with their signature cinematic choices. Each step carried weight, and every decision to advance or hold your ground until the massive figure moved on felt significant. It was the most “game-like” moment I’ve encountered in a *The Dark Pictures* title, and I say this with admiration.

The latter portion returned to the familiar choice-driven drama that defines or destroys these games. This time, we confronted a intensely tense situation: deliberating whether the ship’s captain was losing his connection to reality… or if he was already the mimic. His violent outbursts, his paranoia, the way the crew regarded him, each hint felt charged.

### “Directive 8020 may provide not just a story worth experiencing, but also a game worth playing.”

What made it even more thrilling was the developers’ assurance that this moment can shift differently with each playthrough; sometimes the captain is merely a paranoid individual succumbing to pressure, other times he truly is the beast in disguise. It’s the kind of branching uncertainty that Dark Pictures has consistently pursued, but this time, it felt more focused, more intentional. Like they might genuinely succeed in ensuring every choice counts.

If there’s one takeaway from the *Directive 8020* demo, it’s that Supermassive seems to finally be linking its ambitious narrative aspirations to gameplay that feels enjoyable to navigate. The atmosphere radiated dread, the tension felt justified, and the stakes associated with our choices were the most acute they’ve ever been in the series.

After going hands-on, speaking with Dan McDonald showcased the team’s enthusiasm to continue their journey and refine it as they proceed. *Directive 8020* might offer not only a story worth exploring but also a game worth engaging with. October 2nd can’t arrive soon enough.

**How has it felt for the team returning to the Dark Pictures Anthology?**

**Dan McDonald, Executive Producer:** We’ve been developing this since prior to *The Devil and Me*’s launch. When we began with *Man and Madan*, we envisioned what the first four games would be. We actually had a solid idea of what the next four would entail as well. Some of that has evolved over time as we gained additional insights. We were familiar with certain core concepts, so we’ve been engaged with it for quite a long while. But it’s gratifying to finally be able to showcase it.

**It genuinely seems like you’ve been fine-tuning the gameplay experience throughout the series, and it appears that *Directive 8020* is the significant one, this is it. There are more player-controlled gameplay elements, and it feels like a culmination of everything thus far.**

**Dan McDonald:** After each game release, we conduct a significant amount of user testing. We compile all the reviews and attempt to understand what resonates with people and what doesn’t. We also incorporate our own feedback to enhance the forthcoming titles. There’s a limit to what can be achieved with an annual release.

### “We’ve been working on this since before The Devil and Me launched.”

**Dan McDonald:** We’ve maintained this approach with every game. This helps us introduce different mechanics, such as with Little Hope, one of the major changes we discovered through feedback was implementing the full 3D camera. It marked a substantial shift for us. We incorporated many more exploration mechanics.

**Each game in the Dark Pictures Anth…**

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