There are places like that, buried secrets that you’ll bring to light. But her personal journey does put her in the way of delving into some of those secrets, finding places that other people can’t go. Gonzalez: Obviously we can’t get into the details of spoiler territory. It seems like she’s discovered a place where high tech still works. GamesBeat: Toward the end of your trailer you showed her going through a door that asks for identification. When we play this game, in a way we see what our future might be, where it’s going. I felt like there was a different sort of resonance to that, a kind of sadness, and a curiosity about our future. This was something different, where you have this whole new world that’s grown over the grave of the one that came before. I was the lead writer on Fallout: New Vegas, where you have the post-apocalypse as a junk heap. I previously worked on some other post-apocalyptic games. She’s trying to understand how our world came to an end. For this character, our future is her past. It’s a combination of primitive and high tech. I suppose you get the ability to surprise us with elements coming out of either era. GamesBeat: It’s an interesting combination of prehistoric and science fiction. It felt like she became her own characters, though. But certainly some things were influences: Nausicaa, Princess Mononoke, the Studio Ghibli heroines, and other strong women action heroes like Ellen Ripley or Sarah Connor. There was no one-for-one reference point. Gonzalez: She sort of arose out of the world we were developing. Was there any particular inspiration for her? GamesBeat: She’s another in a line of strong women we’ve seen in games recently. She’s trying to understand the world around her as well. We wanted to tell this character’s story, the story of a hunter who’s very tough and resilient, but she’s not just hunting the machines. As far as the storytelling ambition of the game, though, it’s vast. So world-building was part of it, looking for ways to make that something you could engage with and find that it was logical and made sense. But one of the things that drew me to the project - what’s going on behind this world? How do you end up with this unusual combination of elements where you have these awe-inspiring mechanical beasts and all this really lush nature, but with humans living in a tribal, more primitive state? That presented a puzzle that I wanted to figure out. I came in a little less than three years ago. John Gonzalez: I’m a more recent addition. GamesBeat: What was the ambition for the story in this game? What did you want to accomplish?
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