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Quick draw

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Moving to a smaller budget and team – WolfEye currently consists of 25 staff, the majority of them Arkane veterans – has meant stepping away from the modern firstperso­n trappings of the games Colantonio is known for. He’s open about the fact that the visual style – inspired by “old French comic books” – was chosen for pragmatic reasons, something that wouldn’t “take 200 people to make”. On a game design level, though, he doesn’t seem concerned about losing anything in translatio­n. “Immersive sim is more than a genre,” Colantonio says. “It’s more like a set of values.” Not having to render every scenario at high fidelity, in fact, might have allowed WolfEye to push those values further. Colantonio says the game is “very openended… much more than anything we’ve done before.”

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