Make him happy and you’re rewarded with a black-and-white close-up shot of the giant’s grinning face.
Upset him and prepare to be plucked away by his mammoth hand, before having to explain yourself.
There, I found a ladder to a platform perched directly above the train tracks.

Semenets says that theHitmangames were one of the biggest inspirations for Militsioner, also citing theDishonoredseries.
“It wouldn’t work if you escape and snap right back into it.
“The story idea is that Militsioner is pushing the ground downward so the town is getting flooded.

Every citizen should answer this question [of] why he chooses to escape or not.
Thats the moral dilemma we make a run at explore more in our game.”
Deep, yes, but at the same time, very Dostoevsky-esque.

Only a few studios have as much first-hand experience in escaping as TallBoys.
“In Militsioner were trying to describe a real situation.”
It’s a reactive dialogue system that mostFirewatchplayers will be familiar with.

“We felt like we were stagnating.
“It conflicted with a lot of input from the players.
For example, not everyone has a microphone.
We had to make different ways to enter commands.
“We spent months trying to wrap our minds around how we want to implement it.
It was a lot of guesswork [and] a huge amount of work,” Semenets says.
“One day we just discussed the idea that maybe we should just drop it.
It’s a cool idea, but it was simply too much work.”
Does that mean the finish line is on the horizon?
“We do have a deadline actually,” Shevchenko promises.
It was as if we were making this game for fun.”