EDGE

Q&A

Ian Dallas

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Which of the stories went through the most changes?

Walter’s. Essentiall­y, it was a riff on the Weeping Angels story from Doctor Who and also The Prisoner. There’s this guy trying to escape this strange world of 1950s Americana, and he walks around with a flashlight, and when he turns around this crowd of people with pitchforks gets a little closer. Then there’s a gradual reveal that you’re actually in a model train set, and this giant hand comes down periodical­ly to move things around. Walter picks up this little person who had tried to escape, and then realises that he himself has to escape and then goes out the tunnel [as in the finished game]. The version we shipped with was the last 5% of this absurd dream, and the whole can-opening part was a very late part of that process.

Were you consciousl­y tr ying to avoid the audio-log approach to storytelli­ng?

Yes and no. For me as a player, that’s just not what I think games do well. The part that’s interestin­g to me is: what does it feel like to be a giant tentacle? Or what does it feel like to be e on a swing? And so from the early days, that’s where we spent all of our energy, just making these interactiv­e prototypes, and the story didn’t ’t come in until pretty late in developmen­t.

Unusually, you can spoil the reveal of Edith’s pregnancy by looking down.

I’m generally not a fan of bodies in firstperso­n games, particular­ly feet. But our tech artist Chelsea Hash held onto this dream of being able to show [the protagonis­t’s] body for so long, and then it was as easy to show it as not. I do really like that it’s something players can discover on their own. Some players are really blown away by it, and some like Neil Druckmann [who is credited as a playtester] – he just looked down, I think it was in the kitchen, and he said, ‘Oh, I’m pregnant’. And then he moved on (laughs).

Writer/director

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