That's No Moon, why did they choose the CROSS IP for their debut title?
2026.06.06 09:00 UTC+9
TL;DR (2-3 Sentence Summary)
That's No Moon, a studio founded by developers from Uncharted and The Last of Us, gained attention in 2021 after receiving a $100 million strategic investment from Smilegate. Their new project, unveiled at this year's Summer Game Fest, is particularly notable for reimagining Smilegate's flagship title, CROSS, as a single-player stealth action game.
Look, let's be honest: when a studio is founded by the veterans behind Uncharted and The Last of Us, and secures a massive $100 million (roughly 150 billion KRW) strategic investment from Smilegate back in 2021, you take notice. That studio is That’s No Moon, and their latest project has finally broken cover at Summer Game Fest. The most intriguing bit? They are reimagining Smilegate’s crown jewel, Crossfire, as a single-player stealth-action game. Given the genre pivot, curiosity is peaking, so we sat down with That’s No Moon’s CCO Taylor Kurosaki and Director Jacob Minkoff to get the lowdown.

Q. Does this new title share continuity with the existing Crossfire lore, or should we view it as a standalone spin-off?
Taylor Kurosaki (CCO):This isn’t a sequel or a replacement for the existing Crossfire titles; it’s a standalone AAA experience. However, we’ve worked hard to preserve the core DNA that the Crossfire IP has built over the years: the high-stakes tension and tactical combat between two opposing factions.
Q. What elements from the original game can players expect to find here?
Taylor Kurosaki (CCO):The defining feature of Crossfire is that razor-thin tension born from a bitter rivalry. We’ve translated that into an 'uneasy alliance' between two operatives who don’t trust each other but are forced to work together. It’s an alliance born of survival rather than trust, and that underlying instability permeates the narrative. The constant tension in every encounter and the weight of every choice are the common threads connecting the original to our new experience.
Q. How did you approach the sci-fi elements and the setting of this virtual world?
Jacob Minkoff (Director):We are aiming for 'grounded sci-fi.' It’s rooted in actual scientific concepts, woven into a compelling fictional world. We’ve layered sci-fi threats on top of a foundation of strict realism, featuring precise weapon recreations, visceral sound design for firefights, and detailed environmental engineering.


Q. Reinterpreting a multiplayer original as a single-player experience—what was the biggest challenge and your primary focus?
Taylor Kurosaki (CCO):We founded this studio to craft narrative-driven experiences. The tactical tension and the clash of factions in Crossfire fit the single-player narrative format perfectly. Our goal wasn't to replace the multiplayer experience, but to expand the Crossfire IP into a new category it hadn't touched before. Our philosophy is that narrative and gameplay must be organic; gameplay itself should be a form of storytelling.
Q. How does this compare to the cinematic action of your previous work on Uncharted and The Last of Us?
Jacob Minkoff (Director):We are incredibly proud of the game design and narrative lessons learned from The Last of Us. With Crossfire, we’re taking it a step further. We’ve added a deep, character-driven narrative and an innovative 'adaptive cover' system—the first of its kind, allowing you to take cover naturally in any complex terrain.While traditional cinematic action games rely on designated cover points and snap-to animations, our adaptive cover removes those limitations entirely. This ensures cinematic immersion isn’t broken during combat, creating a seamless flow between narrative and gameplay.
Q. Could you elaborate on this 'adaptive cover'? How does it differ from traditional cover shooters, and how do you handle collision or detection issues?
Jacob Minkoff (Director):Adaptive cover is a system we’ve redefined to adjust your character’s stance in real-time based on the environment and enemy sightlines. Conventional shooters use binary states—you’re either in low cover or high cover. Our system allows the character to naturally mirror the cover object, moving exactly like a real person would.Furthermore, traditional games have relied on rectangular cover and restrictive geometry for two decades, leading to predictable combat arenas. With adaptive cover, we’ve created the most complex and organic environments in shooter history, offering a far more immersive experience without those archaic constraints.

Q. Constant tension and a high number of variables during combat might lead to player fatigue.
Taylor Kurosaki (CCO):Our goal is a natural flow between narrative and gameplay. It isn’t just non-stop firefights; we include 'static' narrative moments where players can dig deeper into the relationship between Layla and Cross. We’re balancing tension and release to ensure the experience remains engaging.
Q. Do you alternate between controlling two characters, or is the perspective fixed?
Taylor Kurosaki (CCO):You only control Layla, building a deep bond with her throughout the story. Her partner, Cross, acts independently and reacts dynamically to your choices.For instance, during a heated firefight, Cross might suppress enemies to distract them, allowing Layla to escape. Ultimately, we want an emotional resonance to develop between how the player perceives Cross and how Layla interacts with him.


Q. Is it a linear progression? What about the scale of the maps and the AI quality?
Taylor Kurosaki (CCO):The game follows a single, cohesive narrative. We believe the best stories have both 'twists' and an 'inevitable momentum.' By focusing on a linear narrative, we’ve been able to implement nuanced emotional expressions using top-tier motion capture and character models. While the story is linear, the combat allows for creative choices. The combat spaces vary in scale, from wide-open areas to tight, dense corridors.
Jacob Minkoff (Director):Enemy AI is intelligent, lethal, and tactical. They use squad-based maneuvers, provide suppressive fire, and will flank you. Players must use the adaptive cover system to break lines of sight, reposition, and counter-flank, making every fight a strategic puzzle.
Q. Will there be difficulty settings? It looks quite challenging—what is the intended difficulty level?
Jacob Minkoff (Director): We will offer difficulty options at launch. Crossfire isn’t a run-and-gun game; it’s designed to reward the use of all your tools, especially adaptive cover. It might feel tough initially, but the system is there to help players master the tactical combat at their own pace.
Q. Why choose the title 'Crossfire' without a subtitle?
Taylor Kurosaki (CCO):Crossfire is an IP with a massive global fanbase built over two decades. Keeping the title honors that legacy while signaling the franchise's evolution. We aren't replacing the competitive shooter; we are expanding the Crossfire universe with a premium cinematic single-player experience for both old fans and newcomers.
Q. Crossfire is a significant IP for Smilegate. What kind of feedback or support have they provided during development?
Taylor Kurosaki (CCO):Collaborating with Smilegate has been truly special. Most importantly, they trusted our creative direction and gave us the freedom to run with it. We share the same core values—that games must be fun and deliver meaningful stories. It’s been a powerful synergy between Smilegate’s global publishing prowess and TNM’s narrative-driven development experience. Adieu.
This news was translated by AI.
Lee Woo Min, Reporter
I will greet you with a good article.niro201@gamemeca.com
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