bài phỏng vấn của gamespy đây:
While Interplay's Fallout and Fallout 2 didn't have the best sales numbers in the world, they garnered considerable critical acclaim, continuing to be editor and fan favorites years after their release. While the fate of Fallout 3 remains in limbo, Silver Style, a German developer best known for Soldiers of Anarchy, decided that there was a gap in a marketplace filled with cookie-cutter RPGs based on elves, swords, and fairies that it could fill. That's how work began on The Fall: Last Days of Gaia. Set in 2082 after an environmental disaster has destroyed the world, The Fall has been in development for two years now and is currently without a North American publisher. GameSpy sat down with the game's lead designer to discuss its plans for the game.
GameSpy: What was the inspiration for The Fall? Why did you want to produce a post-apocalyptic game rather than the traditional fantasy-based RPG?
Strehse: We had to decide between working on a post-apocalyptic or a fantasy game and we found the former far more interesting since there aren't too many RPGs based on that concept.
GameSpy: One of the interesting things about The Fall is that your apocalypse is an environmental disaster, as opposed to a political one, such as a nuclear war. Can you give us a bit of background on your story and what influences in the world shaped it?
Strehse: The incident that causes the environmental change happens roughly 20 years before the story of The Fall begins in 2082 AD. A number of Terraformers are built by NASA to be transported to Mars, where they're supposed to increase the CO2 content in the atmosphere in order to pave the way for colonization. A few days before the transport, though, members of an unknown cult appear, take control of the machines, and activate the Terraformers. The amount of CO2 produced has devastating effects on the Earth's atmosphere and on the global ecosystem. The regions that did not fall victim to floods because of the melting poles were turned into wastelands and deserts.
There's no specific agenda or motivation beneath this; it was simply an idea I had in mind. Of course, one might start thinking about the way we're treating the environment while playing the game and draw their own conclusions. That, however, was not the one and only reason we created The Fall.
GameSpy: Is the game serious or will it have a dark sense of humor similar to the Fallout series?
Strehse: Overall, the tone of The Fall is rather serious. You'll experience some humorous moments, but we tried to avoid slapstick. In that sense, at least, the game is somewhat comparable to Fallout.
GameSpy: What would you say are the artistic influences that impacted The Fall's character and level design?
Strehse: We tried to keep the look of the locations somewhat realistic. We studied pictures and videos of smaller towns in the American Southwest, taking a close look at the houses and interiors. Being there myself for three weeks didn't hurt, either. For the characters, it was our intention to achieve a healthy mix between realistic, but memorable - appropriate, but not boring. We also sourced various movies and books, and our artists were free to incorporate their own ideas