EDGE

GROUND LEVEL

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While Somerville plays with grand science-fiction concepts, it remains grounded through its central family. You’re not playing as the hero, Olsen says, but the extra in the background – something that informs the game’s allusive approach to storytelli­ng. “I wanted to reflect how I feel as a civilian in our world,” Olsen says. “I feel like I don’t know half the story of anything to do with government.” It’s also key to how the art team have approached characters and environmen­ts, Simeonov explains: “We try to find the human perspectiv­e and put you in the shoes of the people that have lived through these events.” We’re particular­ly struck by the presence, right in the middle of the game’s first big vista, of a dog-waste bin.

 ?? ?? TOP The setting is “an abstractio­n of the UK,” Olsen explains. ABOVE This shopwareho­use-turnedsurv­ivors-camp plays on the iconograph­y of Waitrose.
RIGHT This railway takes seconds to cross, but Jumpship’s art team has agonised over every detail
TOP The setting is “an abstractio­n of the UK,” Olsen explains. ABOVE This shopwareho­use-turnedsurv­ivors-camp plays on the iconograph­y of Waitrose. RIGHT This railway takes seconds to cross, but Jumpship’s art team has agonised over every detail
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