"We Want To Make The Best Version of Wolf Among Us That Has Ever Been": VGTimes Interview With The Game Director of The Wolf Among Us Remastered at gamescom 2026

"We Want To Make The Best Version of Wolf Among Us That Has Ever Been": VGTimes Interview With The Game Director of The Wolf Among Us Remastered at gamescom 2026

Rodion Ilin
September 15, 2026, 11:12 PM

At gamescom 2026, VGTimes spoke with The Wolf Among Us Remastered game director Matt Saia and asked him a few questions ahead of the game's October 29 release. Back in 2019, Telltale Games announced a sequel to Wolf Among Us, scheduled for 2027, but before its release, they decided to refresh fans' memories of the events of the first part. For some, this will be a return to a beloved game in a more modern form, while for others, it will be their first encounter, as 13 years have passed since the release of Wolf Among Us.

About the reasons for developing the remaster

VGTimes: Why did you decide to make a remaster of Wolf Among Us?

Matt: I think the time is right for it. The game is over 12 years old. During this time, new technologies and capabilities have emerged, and we decided to address the weaknesses of the original game. Plus, we have a huge amount of new content that we want to include in the remaster. More characters, more screen resolution options. And, of course, Wolf Among Us 2 will be released soon. We wanted to create a combo — a remaster of the first part, followed by the sequel.

Matt Saia
Matt Saia

VGTimes: Are you making the remaster with new players in mind, or with longtime fans?

Matt: Both. This remaster is for everyone. I think it will be the best possible version of the game for a new player. And those who played the original will be able to return and see, again, the updated version of the game. The fans will be satisfied, we have a lot of new content for them that wasn't in the original version.

One of the game's locations.
One of the game's locations.

About the changes in the remaster

VGTimes: How much did you want to change in the remaster in order not to forget about the spirit of the original?

Matt: We tried to keep the whole foundation of the game. The story hasn't changed. The camera angles and other details remain unchanged. We left it that way because we wanted to preserve the feeling that this is The Wolf Among Us. And I think everyone knows that this is an excellent story. It will stand the test of time, and it's fantastic.

What did we change? We changed the magical items and everything else, but we didn't touch the characters' images. Bigby looks like Bigby; we didn't want fans to not recognize him, or not recognize the Woodsman or Toad. These are the characters that everyone remembers and loves. We appreciate how these characters look, but at the same time, we've given their images a bit of new life by adding more details. Most of the characters are 6–8 times more detailed than in the original game.

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VGTimes: What turned out to be the most challenging part when updating the game's design?

Matt: The hardest part was the technical work. For example, we had to redo the lighting in every scene to take advantage of the new engine capabilities. This kind of work took a lot of time; it was a real technical challenge. But once we figured it out, the work went much faster.

A slightly updated image of Snow White
A slightly updated image of Snow White

VGTimes: How much did you change the original elements?

Matt: Each character was completely redrawn. We didn't just process the textures and models — we created them from scratch. We've added a lot of new environmental elements and details to the cityscape and some of the interiors. There's a bit more dirt and other stuff — they expand the urban space and make it dirtier, but also more lively.

VGTimes: And the dialogues stayed the same, or did you change them too, at least in some details?

Matt: The dialogues are exactly the same; we didn't add anything. Apart from a few "Easter eggs" for fans. They don't affect the story; they're just details from which you can get additional information about the game's world. Also, we've updated the audio tracks to make the sound cleaner and remixed the music. But apart from that, we really wanted the main elements of the game to stay as they were. Because fans love them. And we love them. That's what gives us pleasure in Wolf Among Us — it's the game's story. So we didn't change the dialogues and other basic aspects.

Mr. Toad (Toad)
Mr. Toad (Toad)

About the "Noir" mode

VGTimes: Why did you decide to add the "Noir" mode?

Matt: We wanted to do this a long time ago, but we weren't sure it would work because of the old engine. But ultimately, we found a way to add the new mode.

Read on the topic: the best detective games and the best noir games on PC and consoles.

I think Bigby's story is a classic detective story. And, although I like the game's usual colors, we decided that we could introduce a black-and-white detective mode into the game — and that's interesting, isn't it? But we didn't make the "noir" mode the only one; it can be enabled by the player at will in the main menu. For example, you might want to see a particular scene in a noir style. Just enable this mode, and then, if you wish, disable it and play in the usual colors.

Bigby in a noir style
Bigby in a noir style

VGTimes: And did you have to change the lighting and contrast for this mode?

Matt: To achieve the desired effect, we only slightly emphasized the contrast of the character models, and it turned out to be even more "graphic novel-like" than in the original. We wanted to preserve the feeling that the game is a living graphic novel.

VGTimes: Do you think players will experience the game differently with this mode?

Matt: I think so. This gives you a different impression. When you turn on the black-and-white filter, you start noticing some details you didn't notice before. Plus, it's just another interesting opportunity to take a fresh look at the game.

Bar owner Holly
Bar owner Holly

About bonus content

VGTimes: How much bonus content is there in the game?

Matt: We have more than 1 hour of video materials, including interviews with developers from the old and new teams and with voice actors. There's a gallery with 100 photos, including archival concept art that no one has ever seen, including art for scenes and characters that didn't make it into the game. But the coolest thing we have is five new characters that were removed in 2013 — we've brought them back into the game. Players will be able to see how the game has changed from its development to the present day.

About the sequel

VGTimes: When working on the remaster, did you have to change your plans for Wolf Among Us 2 in any way? Or are these completely different processes, and they're not related to each other?

Matt: Yes, of course, both games are part of the same Wolf Among Us universe. But we wanted to make sure that, while working on the remaster, we would keep this story original. And in that sense, we didn't want to change anything. We wanted to make sure that the game remains original. And I think that was especially important for us, for the remaster, and for Telltale as a whole.

Bigby's profile in a more detailed version.
Bigby's profile in a more detailed version.

VGTimes: Will the decisions made while playing the remaster carry over to Wolf Among Us 2?

Matt: We'll see! I can't say more right now — we'll see! But I think we'll see a lot of things in the sequel that are inspired by the original game.

VGTimes: Before the sequel's release, would you recommend playing the remaster or the original game?

Matt: Of course, the remaster. You'll also get bonus content with it. The original game, again, is, by today's standards, a weaker version of the game. In the remaster, the level of detail is higher, the animations are better, the sound is cleaner, and the music is of higher quality. So, we view the remaster as the best version of The Wolf Among Us.

Bigby and Ichabod Crane
Bigby and Ichabod Crane

On the expectations of players and developers

VGTimes: What do you think players will notice first when they start playing the remaster?

Matt: I think many people will notice that what they see is exactly how they remember the game. Then they'll look at the original and see the differences: the textures in the original aren't the same, and the characters have fewer details. But I hope they'll look at the game and think: "This is incredible — I already remember this game as beautiful, but now I'm back and I can see how much has changed!"

We just want people to have fun playing The Wolf Among Us. We tell stories and want people to be involved in them. And this is a great story in the Wolf Among Us universe.

Here, at gamescom, there are quite a few people who play our game for half an hour, and some for more than an hour. Some of them have never played Wolf Among Us, but they don't want to leave; they want to see everything. That's what we're counting on: to attract people with images and a story they'd like to linger in.

VGTimes: Thank you for the interview!

Which announced feature of The Wolf Among Us Remastered interests you the most?

Results

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Article by Rodion Ilin and Evgenia Zavyalova.

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VGTimes has been operating since 2011 and over that time has attended dozens of exhibitions and festivals, where our journalists have gathered a wealth of exclusive material. For example, in 2019 we attended a closed showing of Cyberpunk 2077 at gamescom, in 2017 we prepared a photo report from WG Fest, in 2020 we were at the largest gaming event in Central Asia — CAGS, and we have visited IgroMir several times, where we met Hideo Kojima and other famous developers. In 2024 we traveled to the Land of the Rising Sun for TGS 2024, where we were amazed by the scale of the Tokyo event. In 2025 we witnessed one of Asia's premier gaming exhibitions — ChinaJoy in Shanghai. We also made it to the Thai edition of gamescom 2025 in Bangkok, and at the start of this year attended CES 2026 in Las Vegas and later Computex 2026 in Taipei.

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