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Policenauts pc98 rom
Policenauts pc98 rom





policenauts pc98 rom

That was one of Policenaut’s themes, that even if technology advances and we can go into space-even if something as amazing as time travel became possible-in the end you still have the persistence of human relationships and human society. In the choice of words “Home” and “Beyond” (aka “Earth” and “Colony”) it shows a cordial relationship like parent and child, but “Beyond” has two meanings for me: the physical distance between Earth and the colony, but also the 25 years that Jonathan Ingram passed in cryosleep. I wanted to take those social problems as my story theme, and the result ended up being Policenauts. All sorts of information was coming in, answering questions like “what is the effects of weightlessness on humans?” and “what does space travel feel like?” My friends and family were all talking about it. Also, in 1990 Toyohiro Akiyama was the first Japanese person to go into space, and we were suddenly getting to read a lot of amazing NASA documents that had never been published in Japan before.

Policenauts pc98 rom movie#

First was the release of the movie Rising Sun and the outburst of “japan bashing” that it caused, and second was the public debate over organ transplantation and problems associated with people who had suffered brain death injuries. The story itself is something I thought up in the 1990s, in response to two things. I know it sounds a little dramatic, but that’s what I’ve been thinking about for a long time now. Having a colony in space has something humans have dreamed and hoped for, but what will actually change if we migrate there? On the other hand, what unchanging aspects of human nature will be revealed by this new environment? I didn’t want something strictly science-fiction, but rather something that realistically examines a future that is a little nearer to us.Īnd so, my hope is that for the next week or so after playing Policenauts, players would be thinking things like “I want to learn more about organ transplantation” or “I wonder what life would be like in space…” In other words, I’m trying to create a game that will have a small but positive affect on players’ actual lives. For example, with Policenauts, I wanted to ask questions like, “what will happen if humans go into space?”, or “what will be the influence of living in space on the human body and human relationships?”, and so on. When players finish a game I’ve made, I want my feelings to have reached them in one way or another it’s sort of like playing catch, but the ball is the themes I want the audience to receive.







Policenauts pc98 rom