Was the idea of balancing cybernetics vs. humanity inspired by any particular literature or films?
Daniel Achterman: I wouldn’t say that the cybernetics vs. humanity theme was inspired by a particular film, but the idea of becoming something you hate in order to defeat evil is all over stories in sci-fi, fantasy, and even westerns. It’s right up front in something like Robocop, but I think it’s more interesting in something like Unforgiven, where Clint Eastwood chose to embrace a very dark part of himself to avenge his friend. It’s that choice element that’s most interesting, and that plays into interactive media like games so well. I understand this game has a very different interface from Dungeon Siege. What changes are you making and why? Achterman: Space Siege has a much simpler interface than the Dungeon Siege games because you’re not controlling a party of characters. By focusing on a single character, we can create much tighter controls and give the hero a bigger variety of special abilities than the characters in Dungeon Siege had. Dodging away from grenades before they expl