“ fully open, the whole location, from the minute you arrive,” Tinsdale explains. This creates a visual contrast between the mining and botany zones of the station.įallen Leaf believed it was important for players to explore the station properly, and so rather than playing out in movie-style scenes that dictate where you character moves to like so many other narrative games do, you’ll be able to freely explore Fort Solis as you wish. It’s also the home of the Frontier Better Tomorrow project, which involves the cultivation of plants. This remote minding post, when fully crewed, is purpose built to extract minerals from the depths of Mars. That single shot will take you through the long, lonely corridors that make up Fort Solis’ labyrinthine facility. For that reason we felt third-person is a far better catalyst for that.” Fort Solis is fully open, the whole location, from the minute you arrive. “We wanted to keep one cut, no edits throughout the entire game, so the immersion levels would be super immersive throughout the whole experience. “We've seen it in God of War, I think more games have done it in the past,” Tinsdale says. “So, we combined that with the isolated, industrial style of Dead Space.”Ĭrafting something that really tapped into that sense of isolation had Fallen Leaf initially look at making a first-person game (Tinsdale notes how effective the view point was in Resident Evil 7.) But the final decision to go for a third-person perspective for Fort Solis was driven by the team’s wish for the game to be played in one continuous shot, similar to films like 1917 and Birdman. And by that, I mean the psychological aspect, the aspect where characters, motivations, or their perception of reality itself is challenged,” he says. “When we initially discussed the project, we wanted to create something in the vein of Duncan Jones' Moon. For Tinsdale, they’re two important touchpoints. At Summer Game Fest, Troy Baker said that the project was described to him as ‘Moon meets Dead Space’.
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