From the very beginning of the project, we set out to reimagine what 'cinematic action' can mean in games. It's common for cinematic games to be criticised for relying too heavily on cutscenes and quick-time events (QTEs). We wanted to challenge that convention by pushing the boundaries wherever possible. Our philosophy is simple: if something exciting is happening on screen, we aim to make it part of the gameplay rather than a passive cutscene.
As directors of an 'action movie within a game', we embrace bold camera choices, including the use of pre-set cameras in certain scenes. Many of these decisions are inspired by iconic moments from classic action films, but the most important feature we are committed to implementing is what we call an 'intellectual camera system'. This is aimed at ensuring every player action feels unique, forceful, and crunchy.
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