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Bithell on removing death and playing smart in Volume

We talk to Mike Bithell about what sets Volume apart from other stealth games.
Mike Holmes 21 May 2014

We caught up with Mike Bithell and discussed his next game, Volume, a modern day realisation of the Robin Hood story.

We asked what it is that's going to separate Volume from the other stealth games that are already on the market: "The big, key kind of "arr" thing is taking away death," the Thomas Was Alone creator told us (in fact, we spoke talked about that game's recent port to iPad, albeit in a separate interview).

"Most stealth games, the way you play stealth games, or at least the way I play stealth game because I'm a nerd, is I wander around environments, sneak up behind people, and bop ‘em on the back of the head. Always, bop ‘em on the back of the head, use the instant kill power."

Bithell continued: "And that's cool, and it's something that works in a lot of games. The problem is it's such an overpoweringly successful technique, so that's just how I play all stealth games. I finish every stealth game with all the gadgets, all the tools, with all the gizmos that the game came with, never having used them, and it kind of seems like a waste."

"So with Volume, by removing that - you can't kill anyone, you can't even knock them out in perpetuity - instantly we kind of make it a game about crowd control and using your environment, and being smart."

Volume is heading to PS4 and PS Vita, and a month later will hit PC, Mac and SteamOS, although we're not entirely sure when that'll be. Regardless, we await more news with interest.

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