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world should be, but that’s completely uninteresting if we can’t fill that world with meaningful content and players have to spend half an hour going from A to B just to pick up a little bag and go back to point A again. For us, it’s the density of content and density of gameplay and how we tell our story that will be different. Our side quests will make a big difference - that’s something that we’ll talk about more in the next year when we announce the game.” He adds: “We’ve drawn a lot of inspiration from the classic tabletop games where you have a game master. We let the game be the game master, basically, to tell the story outside of the main campaign.”


MOIST KATANA While he was at Avalanche, Sundberg said that Just Cause had become the DNA of the studio, which, given that it was something he obviously couldn’t extract and sneak out of the building when he handed back his badge, begs the question of what’s in the DNA of Liquid Swords? “It’s tough to say,” he says after a long pause. “Company


DNA is something you discover after a few years. I have my vision, but in terms of the company culture and DNA, it’s something that the team here and the individuals working on the team will form. Like Just Cause was, I think, the signature game of Avalanche, our current game will set the standard for what a Liquid Swords game will be, which is still open world.” Sundberg insists that Liquid


Swords will be drawing on all the experiences of all the games each individual on the team has worked on, whether that’s Avalanche’s games, or the likes of Payday, Battlefield and GTA. “All that experience comes together in this game,” he says. “That would probably be in the DNA.” The game that Liquid Swords plans to soon announce, which is


Febraury 2023 MCV/DEVELOP | 15


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