Maker’s marks


Much of the game’s story will be told through the ob­jects within it, and the team is pay­ing par­tic­u­lar at­ten­tion to the way the items you find re­flect the 70 days you’ll have spent in the for­est by the end of the game. Grab the bot­tle of whisky from the camp­site you find early on, for in­stance, and Henry will re­mark on its qual­ity. You could put it back, or you could keep it with you un­til you get back to the watch­tower. “It’s not go­ing to be like Monkey Is­land, where you can com­bine items to solve some­thing,” Moss says. “But if you pick up the whisky from the lake, you might see that on your shelf three-quar­ters full at the end of the game. It’s more about that kind of sto­ry­telling, rather than ac­tu­ally us­ing items.”

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