The aliens we designed for
playable characters in Solar Echoes are quite different from each
other. From the outset, the aliens were conceived based on what
creatures we thought might survive harsh environments on earth and
displayed unusual resourcefulness and adaptability as a species.
Insects were one of the first to come to mind, and reptiles weren't
far behind, which both became our bug-like Chiraktis and lizard-like
Krissethi races. We thought about the vast oceans on earth and
immediately the octopus stood out, a clever organism that scientists
have studied because of its impressive intelligence. This led to the
Archaeloid, a crustacean/mollusk combination I designed similar to a
nautilus and a lobster. The huge variety of plant-life on earth
inspired the Erwani, a race of sentient, mobile plants—how many
other sci-fi games out there have plant aliens? Very few. Then we
looked to the microscopic level, and my personal fascination with the
amoeba (and an unfinished sci-fi story I'd written years ago about
alien amoebas) immediately brought the Omul to life. Humans, of
course, had to be in the game—a character race that everyone could
identify with and was something that served as a baseline standard
for us to develop from. Finally, the mysterious humanoid Reln was
developed because we wanted something players could relate to, but
still have a unique “alien” feel without getting too bizarre.
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