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Codex Interview with Afterfall lead designer

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Codex Interview with Afterfall lead designer

None - posted by JarlFrank on Wed 9 January 2008, 20:54:57

Tags: Afterfall

I've interviewed the lead designer of the post apocalyptic RPG Afterfall, and received a nice and lengthy pile of answers.


Will there be multiple solutions for quests, and different outcomes depending on your choices? If yes, to what extent? Do you have any example of a quest?

Quests will have many solutions, most of which will only be available to a player character with specific skills. Thanks to the plot bypasses you will often come upon completely alternative solutions, for example, to convince someone to help you, you will use acquaintance with some important characters. It is worth to mention that certain choices in performing a quest will bear various, sometimes long-term consequences. Some of the suggested paths may also prove to be dead-ends.

As for the endings, we have adapted for ourselves the brilliant, but for an unknown reason never repeated solution from Fallout – the modular epilogue. After finishing the game and watching the outro presenting the consequence of the path you have chosen, you will also be able to see the fate of the world and its individual locations which you have influenced by your actions or non-action.

Click here to read the full interview.

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