It was also important to bear in mind that the most important thing in escape is crossing the line between the safety of the prison and the risk of actually running away. "To make the player feel like they're playing against a real giant policeman, not against a video game. "We wanted to convey a sense of escape and connect it to a giant, without losing the identity of a policeman," adds art director Vladimir Semenets. The town itself is a micro sandbox of usable objects, working vehicles, and non-linear paths, while Shevchenko states Tallboys has been working hard to build "an interesting gameplay system that allows the player to experiment." How you achieve that freedom, however, is up to you, as Militsioner's immersive sim structure is all about exploring the world, and figuring out potential avenues for escape. We’re just trying to capture our own sense of reality that surrounds us." And though the studio addressed these comparisons on Twitter (opens in new tab), Shevchenko says that political commentary was never the original intention: "People very often draw parallels between the political situation in our country, but we originally didn't even consider the political context in the game. Some have interpreted the titular policeman as a literal manifestation of Big Brother, particularly when it comes to the overreach of governments and their exploitation of law enforcement as a tool for oppression.Ī state-owned media channel within developer Tallboys' own nation, Russia, even recently suggested that Militsioner was an unpatriotic piece of "informational warfare". Shevchenko's comments speak volumes about the mercurial nature of Militsioner's subtext, from which different people will draw different messages. Four years on, Splatoon 2 is still the freshest shooter around
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