‘This is one of the conclusions of how I allocate our limited resources with considering the game design of Dark Souls. However, I don't think it is okay to keep doing this in the future.’
Featured in PC PowerPlay #245
‘The narrative of the game is heavily inspired by American Psycho. I read it when I was young (probably too young, to be honest) and it was the first time I ever encountered the “unreliable narrator” literary device.’
Featured on VICE
‘We are products of the society we live in, the upbringing we have, what happens around us. One of my favourite series of all time is the first Most Wanted. I played it to doomsday, and Shadow of the Collossus is one of those universes that I…’ his eyes glaze. ‘To be honest, Mirrors Edge.’
Featured on Rocket Chainsaw.
‘The main challenge was to keep the sense of what made a Thief game, in that we were really conscious not to add something that was not fitting.
Is it fitting of a Thief game? Is it gonna make you steal more? Is it gonna make you feel that you are Garrett? All those elements were really important for us.’
Featured on Rocket Chainsaw.
‘To be part of a new team, creating a new IP, which is part of a new console generation to me is like “Why wouldn’t I want to be here?” It’s never boring; It is tiring, but never boring.’
Featured on Rocket Chainsaw.