The following comments come from a Dtoid interview with Dominic Guay, senior producer...
"We were inspired by how technology had changed the way we lived our lives. How we were connecting with others -- with information, with work -- through computers but also smart phones. As we dug deeper into that vision we were interested in the vulnerabilities, the new types of flaws, and crimes, and hacks that were possible because of that. We continued to dig deeper and we finally discovered that we were gradually moving from smart phones, to smart cities.
Now smart cities are really happening in our world right now. Some are being built from the ground up in Asia, the Middle East, and in Europe. Even in established cities those technologies are being put in one step at a time, for good reasons. I mean if you think about it, city governments are the closest form of government for us to deliver most of the core services we need. Clean water, they gather our garbage, they give us electricity, transport systems, security -- all things we need and that we need to make efficient. Now they use technology and connectivity to do that, and in smart cities they start intertwining those networks to make them even more efficient."
On making a nuanced story...
"It's more your interpretation of the story that we want to change, then having like a black and a white ending. You know one is you become an angel, and the other one is you spend an eternity in hell [in other games]. That's interesting, possibly, but that's not really what we're exploring.
It's all going to be nuance, and how you perceive the story. Our creative director likes to say if you show a paining, two people can interpret it totally differently. Our hope is depending on how you play it and how we reflect your way of playing back to you, you will have a different interpretations of what just happened, and what was the actual story of Aiden Pierce. We think that's stronger than two different cinematics."
Impressions here
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