In 2021, Smilegate invested $100 million (approximately ₩114.6 billion at the time) into 'That's No Moon,' a studio staffed by veterans from Naughty Dog, Infinity Ward, and EA. As a gathering of the key figures behind AAA masterpieces like 'The Last of Us,' 'Uncharted,' and 'Call of Duty,' the studio drew significant attention from the start. Five years later, the result was finally unveiled at 'Summer Game Fest 2026.'
INVEN attended a media briefing session hosted by That's No Moon, where we heard an overview and key features of the new title from directors Taylor Kurosaki and Jacob Minkoff.
![[댓츠노문 신작] 크로스파이어, '액션 어드벤처'로 재탄생하다](https://static.invenglobal.com/upload/image/2026/06/05/r1780696229876847.png)
A 'Single-Player Narrative Game' Built on Top-Tier Quality
![[댓츠노문 신작] 크로스파이어, '액션 어드벤처'로 재탄생하다](https://static.invenglobal.com/upload/image/2026/06/05/r1780696232389699.jpeg)
Director Kurosaki introduced the new title as a fresh reinterpretation of the CrossFire IP, which has been enjoyed by over a billion players worldwide. The studio's core goal is to 'develop a single-player narrative game based on the highest quality.' He explained that meticulously crafted characters, sophisticated scripts, innovative systems, and the overwhelming quality that supports them must serve as the game's foundation.
In line with this development philosophy, the game excludes multiplayer and live-service elements. Director Kurosaki suggested that they removed features that might detract from a cohesive narrative experience, stating, "The satisfaction a player feels when they control a compelling character and complete a journey from beginning to end is what matters most." Regarding the storytelling, he added, "We believe in the power of a tightly woven narrative," and plans to drive the plot through a meticulously crafted, single-path story rather than one with multiple choices.
Details on character construction aimed at enhancing immersion were also revealed. The characters in the game are depicted as realistic, multi-dimensional individuals who are neither purely good nor evil.
The two protagonists leading the story are 'Layla Qassem' and 'Delroy Cross.' Layla, a mercenary and contractor, holds a firm belief that the world's unequal systems must be dismantled and replaced with a fair society. Conversely, Delroy is a character who believes that if the existing system collapses, chaos and anarchy will ensue, and he seeks to protect it.
Amidst extreme external threats, including a bizarre infection phenomenon, the two individuals with opposing beliefs form an uneasy, temporary alliance to survive. Director Kurosaki noted, "As the story unfolds, the true nature of both characters will be revealed, and players will also find an opportunity to reflect on themselves." He added that this dual-protagonist system was inspired by the conflict structure between the original CrossFire's two core factions, 'Global Risk' and 'Black List.'
Emphasizing Realistic Gameplay, Surpassing the Limits of Existing TPS.
![[댓츠노문 신작] 크로스파이어, '액션 어드벤처'로 재탄생하다](https://static.invenglobal.com/upload/image/2026/06/05/r1780696235011050.jpeg)
As a strategic action-adventure game, the gameplay mechanics have become more realistic and sophisticated. The development team implemented a vivid battlefield through collaboration with films, literature, and military advisors. Reckless charges lead to character death, requiring thorough tactical planning.
Director Minkoff, who designed the gameplay mechanics, cited Unreal Engine 5's 'Nanite' and 'Lumen' technologies as the solution to overcoming the limitations of existing TPS action. By moving past the frustration of box-shaped cover objects caused by past technical limitations, they have organically implemented the surrounding environment using new technology.
The 'Adaptive Cover' system, devised after referencing films like 'Triple Frontier' and conducting actual outdoor cover-and-concealment tests, is particularly noteworthy. Just as a real human hides behind irregular rocks or terrain, this system provides limited protection only to the parts of the body hidden by an object. Because it does not provide a perfect safe zone like traditional games, players must constantly judge the situation and move their bodies, leading to extreme tactical tension.
Combat is also strictly based on realism. It is designed so that survival is difficult through head-on combat alone, requiring the use of various guerrilla tactics such as visual distraction, stealth, and positioning using adaptive cover.
'CrossFire' Reborn as a Strategic Action-Adventure
![[댓츠노문 신작] 크로스파이어, '액션 어드벤처'로 재탄생하다](https://static.invenglobal.com/upload/image/2026/06/05/r1780696218594907.jpeg)
Director Kurosaki shared his thoughts, saying, "It was a very exciting challenge to reimagine CrossFire, synonymous with FPS, as an action-adventure game and deliver an immersive story." He also expressed gratitude to Smilegate for trusting That's No Moon as 'masters of the genre' and providing full support without unnecessary interference.
Finally, Sebastian, the brand and marketing manager, concluded the briefing by urging, "What this work ultimately aims to convey is the perfect combination of realistic, lethal stealth combat and high-quality storytelling," adding, "Please look forward to the cinematic tension created by characters who contrast with tactical freedom."
Meanwhile, the new 'CrossFire' invested in by Smilegate and developed by That's No Moon is scheduled to be officially released on PS5, Xbox, and PC platforms in the future.
Media Q&A
Does this new title have continuity with the existing CrossFire IP's worldview and story, or can it be seen as a spin-off with an independent story?
" This work is not a sequel that replaces or directly continues existing CrossFire titles. It is a premium AAA work with a new story. We tried to maintain the core DNA that the CrossFire IP has built up over many years: the intense confrontation between two hostile factions and the tension of tactical combat.
What aspects of the new title do the developers consider to be like the previous 'CrossFire'?
" The strength of CrossFire is the extreme tension placed between the two factions due to their intense confrontation. In this work, that tension is expressed as an 'uneasy alliance' between two agents who cannot trust each other but must work together. An alliance maintained for survival rather than trust, and the anxiety that it could break at any moment, permeates the entire narrative. A tactical experience where tension never ceases in every battle and every choice has unique meaning is what the development team considers to be like CrossFire.
How were the sci-fi elements and the era of the virtual world constructed?
" This work aims for 'realistic sci-fi.' It is based on actual scientific concepts and unfolds them within a convincing fictional worldview. We combined sci-fi threat elements on top of a thorough sense of reality, such as the precise reproduction of real weapons, vivid sounds of gunfights, and detailed environmental design.
What was the most emphasized part and the most difficult part in reinterpreting this work as a single-player narrative game?
" We founded the studio to create a narrative-focused experience from the start. We believe the DNA of CrossFire's tactical tension and the confrontation between two factions naturally aligns with the single-player narrative format. Our goal was not to replace the existing multiplayer experience, but to expand the CrossFire IP into a new category it had not yet reached. That's No Moon's development philosophy is that narrative and gameplay are organically connected, and that gameplay itself must be part of the storytelling.
What are the differences in gameplay compared to cinematic action games like Uncharted or The Last of Us?
" The game design and narrative built through The Last of Us are assets we are very proud of. In CrossFire, we took it a step further by adding an innovative adaptive cover system that no other game has attempted to a deep, character-driven narrative. While existing cinematic action games relied on designated cover points and snap animations, CrossFire completely eliminated those constraints. It is the world's first system where users can naturally take cover anywhere in complex terrain. Through this, cinematic immersion is not disturbed for even a single moment during combat, and you can feel an experience where narrative and gameplay are connected as one.
Please introduce the adaptive cover in more detail. What is the biggest difference from existing cover shooters, and how are you preparing for issues like terrain clipping or judgment mismatches?
" 'Adaptive Cover' is a newly defined cover and movement system that allows the user's posture to be adjusted in real-time according to the surrounding terrain and the enemy's line of sight. Players can feel that the way they play has fundamentally changed based on the surrounding environment. It also allows for more tense and strategic combat. Existing shooter games that introduced cover functions operate with fixed cover. It is divided dichotomously, such as low posture or high posture while in cover. On the other hand, adaptive cover automatically takes the appropriate posture according to the situation in response to cover objects, just as a real person would.
Existing shooter games used rectangular cover and very limited criteria, so combat spaces tended to be angular and stepped. This method has continued for over 20 years, and players could already intuitively know what the combat space looked like and where enemies would appear in third-person cover shooter games.
Through adaptive cover, we created the most complex and organic environment in the history of the shooter genre without these constraints, and we intend to provide players with a much more immersive gameplay experience. In CrossFire, you will be able to feel like you are navigating an actual battlefield through adaptive cover.
What is the ratio of stealth to combat?
" In CrossFire, you can avoid combat and proceed using only stealth and adaptive cover in certain situations. On the other hand, there are cases where combat is inevitable. Which method you choose can be decided by the users depending on the environment where the battle takes place and the placement of enemies. We designed it so that the balance between the two elements is maintained.
How did you strike a balance between emphasizing realism and not losing the fun?
" Realism is a means for immersion, not an end in itself. The core criterion for development is to ensure that tension is never broken for even a single moment. We designed it so that while requiring strategy and patience from users, the experience of subduing enemies by utilizing the terrain with characters also feels natural. Players can immerse themselves in the game with all tactical choices such as stealth, attack, repositioning, and flanking.
It seems that the endless tension and the many factors to consider in combat situations will cause excessive fatigue for users; what are the countermeasures for this?
" Our goal is for narrative and gameplay to connect naturally. Players will not only experience tense combat, but also 'static' narratives where they can better understand the relationship between Layla and Cross and their respective perspectives. Our goal is to provide a balanced experience by properly distributing tension and relaxation.
Is it a method of alternating between the two characters, or is it fixed to one perspective?
" Players can only control Layla. Users can build a deep bond with Layla through the story. Her partner, Cross, acts completely independently and reacts appropriately to the player's actions. For example, if a fierce gunfight breaks out, Cross distracts the enemy and provides suppressive fire to support Layla's escape. Ultimately, we hope there will be an emotional resonance between what the player thinks of Cross and how Layla treats Cross in the process of interacting.
What is the know-how for drawing empathy from all users in storytelling?
" We believe that the process of two people with different ideologies gradually accepting each other's perspectives under extreme pressure will be able to gain empathy from users. We will always think with the character at the center, and draw empathy from users by connecting narrative and gameplay, and by making the act of playing itself a way to experience the story.
What was the motivation for constructing the story of 'Layla' and 'Cross,' and where do the two protagonists belong and who are they fighting?
" Layla and Cross are agents from hostile factions who are forced to join hands in the face of an overwhelming threat. A story about two people from hostile factions traveling together is a theme that has been loved for a long time in all media. Their journey is a very human relationship that contains numerous possibilities for development in both narrative and gameplay. CrossFire shows what it means to see the world through someone else's perspective, and how narrative is directly connected to the play experience.
What is the approximate play time?
" We cannot reveal the specific play time at this moment. The goal is to be a complete premium single-player game without paid DLC, with innovative gameplay and the highest quality.
Is it a linear progression method? What is the size of the map?
" The game follows a single story. We believe the best narrative has both 'twists' and an 'inevitable flow.' By focusing on a linear narrative, we can realize delicate emotional expressions that can only be implemented through top-level motion capture and character models in every scene. While the game's narrative unfolds linearly, you can try various choices and creative combat methods when playing. The scale of the combat space varies for each battle, with some spaces spreading out widely and others being narrow and dense.
I would also like to know the level of the NPCs.
" Enemy NPCs are intelligent, lethal, and act organizationally. They use squad-level tactics, provide suppressive fire, and maneuver toward the player or dig into the flanks. Players must use adaptive cover to block their line of sight, change positions or retreat, and counter-attack the flanks. Enemies may also continue to track the player by searching for their last seen position.
Are there difficulty levels? If so, is the highest difficulty unlocked from the beginning? The difficulty seems high; what is the difficulty level felt by the developers and are there plans for future adjustments?
" CrossFire will provide difficulty change options from the time of release. Players will be able to feel appropriate tension, such as having to analyze the environment for every engagement and requiring tactical choices. CrossFire is not a game where you just run and fight. It is intentionally designed so that players can utilize all means, including adaptive cover. It might feel difficult at first, but we hope that more players can experience the fun of tactical combat without burden through the adaptive cover system that automatically adjusts posture.
Why was the title set only as 'CrossFire' without a subtitle?
" CrossFire is an IP with a solid global fandom that has connected players around the world for about 20 years. Keeping the title as is means respecting the strengths of the long legacy the IP possesses, while simultaneously declaring the evolution of the franchise. It is a work that expands the CrossFire universe into a premium cinematic single-player game for both existing fans and new players, rather than replacing existing competitive shooter games.
What are the main target markets and user base for this work, and what is the strategy for the Korean market?
" Rather than a specific market, it was produced with a focus on universal stories and characters that can appeal evenly to both Eastern and Western players. With two characters at the center, anyone who enjoys premium single-player narrative games, as well as existing CrossFire fans, can be considered target users. The goal is to create an experience that players around the world, including Korea, can deeply empathize with.
What is the meaning of the developer name 'That's No Moon,' and what is the connection to the company's vision and philosophy?
" It is a name that symbolizes the moments that evoke surprise and wonder in the audience in storytelling. It contains the passion to create the best narrative adventure, and it can be said to be the reason for the studio's existence and its core.
CrossFire is an IP that is also very meaningful to Smilegate; what kind of feedback or advice did Smilegate give during the development process, and what kind of support was there?
" The collaboration with Smilegate was very special. Above all, it was impressive that Smilegate trusted our creative direction and left it entirely to us. Both companies shared the common value that games must deliver meaningful stories to users as well as fun, and I think Smilegate's global publishing capabilities and TNM's game development experience that emphasizes narrative are creating powerful synergy.
While adaptive cover functions most effectively in complex terrain, it seems that combat in relatively organized urban areas might not be much different from existing games. Please let us know how you set CrossFire as a stage optimized for adaptive cover.
" The core principle of adaptive cover, which is the method of changing the character's posture in real-time according to the enemy's line of sight, can be applied in any environment. Basically, everything in the environment around the character can be cover. In the game, there are battles that take place in the most complex organic environments in the history of the third-person cover shooter genre, and battles that take place in indoor spaces with general architectural structures. Thanks to adaptive cover, designers and artists were able to break free from the constraints of existing shooter genres and freely create more beautiful, complex, and interesting environments.
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