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The Outsider en revolusjon?


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The Outsider

 

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GSUK: Tell us something about your new game The Outsider?

 

DB: It branches massively and still works as a story. It's very interesting because it raises lots of very contemporary issues, ranging from ID cards to how the rising paranoia that we see now towards terrorism is being used as an excuse for becoming ever closer to what will eventually become a police state. And it's very interesting to show, you know, this is what it'll be like if you go a bit further.

 

The Outsider is trying to create the sort of feeling that you get in a film--and the feeling where you can really take your character anywhere you like. If you move away from the game/cutscene/game model you lose control of the story. That's both a good and a bad thing, because if there's no story, what are you doing? What you're doing is you're building "care" for your character.

 

The character has been accused of assassinating the president of the US. That's the start of the story--from there you can choose to do many different things. You can choose to get revenge on the people who set you up. You can choose to prove yourself innocent. Or you can go a much darker route and join the people who did it... There are some very, very interesting moral choices in the game.

 

It's an action game and is scheduled right now for around the end of 2008 to early 2009. It will be a next-generation game for the PS3 and Xbox 360.

 

GSUK: A game without a story--tell us how that's going to work.

 

DB: There is a story. The full plot of the story is there when you start an adventure, any adventure. What I mean is that a lot of it is discovering things, discovering the way things are the way they are, and you can go in a completely different direction from that. There is something else underneath the story that reveals the motives of the characters, how they've got here and what they've done in the past. That's all already set in stone. But how you can respond to that is a completely different matter. The story can unfold in dramatically different ways.

 

GSUK: For a game that is going to be breaking so many conventions, why did you decide to still rely on the whole man-with-a-gun thing?

 

DB: (Laughs) I guess we were too cowardly not to have the gun, and I think the target audience would have been upset if we didn't have a gun.

 

GSUK: What can't we do with narrative in games today?

 

DB: You can do an awful lot--the trouble is it's written for a certain set of circumstances, and when you mess with the circumstances, the script has to consistently change. This is why the cutscenes are so choreographed--many games tell their story entirely in the cutscenes.

 

re-play value til 1000!

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