The Outcast box was styled to look like a movie poster. Riffing on the same theme, Infogrames’s head Bruno Bonnell called it “the first videogame that really tries to be an interactive movie,” leaving one to wonder whether he had somehow missed the first nine years of the 1990s, during which countless games tried desperately to be just that. Ironically, Outcast actually has very few of the characteristics that had become associated with the phrase: no rigidly linear plot, no digitized h...| The Digital Antiquarian
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---| The Digital Antiquarian
---| The Digital Antiquarian
---| www.filfre.net
---| The Digital Antiquarian
---| The Digital Antiquarian
---| The Digital Antiquarian
---| The Digital Antiquarian
The early days were the best. We had successes, we had fun, and we had a good business model. As the industry changed, everything became more complicated and harder.| The Digital Antiquarian
My one big regret was the PlayStation version [of Broken Sword]. No one thought it would sell, so we kept it like the PC version. In hindsight, I think if we had introduced direct control in this game, it would have been enormous.| The Digital Antiquarian