CONTROL
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“You see symbols of power
when you look at the real world
- these artifacts that leaders
carry in different religions and
so on, they are symbols of
power, so there’s definitely that
aspect to the service weapon.
It’s an old weapon that has
existed for a while and maybe
had different forms through the
ages, so to me it was important
that the director of this
organisation, who is essentially
a superhuman in many ways, it
felt wrong that she would carry
an arsenal of guns with her as
she goes through the world. It
just didn’t feel right, and so
that’s why it felt really logical
to find a symbolic, really
powerful weapon that she
would carry with her. It’s a
combination of many
different elements
coming together which
then creates this
end-experience that
just feels right. And
it’s a good place to
start with the
weapon as well, that
it has a number of
different forms.
What other forms
can it have
beyond how we
see it today? We
will see where we
go with that in
the future!”
ABOVE That guy’s
about to have a
face full of
office
furniture,
courtesy of
Jesse’s
telekinesis.
the Director’s
Pistol; it’s clearly a
weapon of legend which
has been around far longer than
the invention of firearms. The team
is guarded on the exact nature of the
weapon’s origins, however.
“The service weapon has been
around for a long time and it has
always been used by the director,”
says Brooke, “and so the service
weapon has changed as it has
needed to over time to serve the
director of the bureau, so it’s integral
to that role.”
“Can we mention the other thing
the service weapon has been in past
history?” says Paul, “because it’s
really cool...” Heads are duly shaken,
but OXM is allowed to make a guess...
could the service weapon have been a
legendary weapon such as Excalibur?
There are knowing smiles all round.
“Yes,” says Brooke, “but that’s not
a canonical answer, it’s not us saying
yes it was Excalibur – but that was a
part of the inspiration, yeah.”
So there it is. Expect some more big
questions answered when the game
releases in August and we can finally
have a really good root around in the
Bureau’s interdimensional attic. Q
Game director Mikael
Kasurinen on the game’s
all-important service weapon
WEAPON
OF CHOICE