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Brothers in arms..
'DECKARD abandoning his troops, the purpose of this scene was to get the player to feel a sense of comradeship with his fellow marines, as he chooses to help protect them rather than flee with the other officers. I mainly wanted the audience to feel a sense

Demon attack!
'The battle sequences here were nothing on the scale that I had planned, unfortunatley I only really improved the engine during LOTPII, which was capable of about four hundred guys onscreen duking it out. The demons are portayed somewhat two-dimensionally

Casualties...
'This is the continuation of the earlier counselor speech scene, except everything is the reverse here. When the camera pans up it shows the graves of the soldiers, who only just before set out for glory.'

Betrayal..
of honour and comradeship that can result in war and not paint a completely one-sided viewpoint. I personally think that certain aspects of war are enobling, sacrifice, comradeship, courage etc.'
here, as the first games theme is more focused on ZEKE'S betrayal, by the forces he spent his whole life serving. This scene mainly sets out to evoke a comradeship between ZEKE and his marines.'
'The final scene where DECKARD eventually kills ZEKE off, for refusing to kill more innocent people. Pretty much the whole game was engineered to this point, the flashbacks for example, and this scene is the final pay-off, it's definitely an anti-climax,
but this was intentional as I wanted the audience to leave with a sense of melancholy and outrage at the injustice of the system, of course this would be fulfilled in the sequel which deals with other themes.'

'Well thanks for sticking with me so far, it wasn't an easy or particularly fun game to make, but for once I can say it was an important one, atleast to me, and hopefully for you to!'

Paul Davis