Cross­ing lines


The re­cip­i­ent of an Un­real dev grant, Polyamorous Games num­bers just 14 peo­ple. Among its more sea­soned staffers is art di­rec­tor Riana Moller, who cut her teeth at Io In­ter­ac­tive and went on to work on Cry­tek’s Ryse: Son Of

Rome. The de­vel­oper aims to “blur the line be­tween art and en­ter­tain­ment”, and is keen that its work be ac­ces­si­ble to peo­ple who don’t play games ha­bit­u­ally – hence, Par­adise

Lost’s use of ges­tures that are easy to per­form and (sup­pos­edly) less ar­ti­fi­cial than push­ing but­tons. “We loved them in Am­ne­sia,

Penum­bra and Soma,” Greg Ci­ach says. “It gives you a feel­ing of great im­mer­sion when you do what your char­ac­ters are do­ing.”

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