Kinect Game “Milo” Still in Development?

Peter Molyneux, the man of a thousand and one words, is the big honcho over there at Lionhead Studios, which has been developing the Milo game that initially wowed E3 attendees in 2009. What about now, though? Are they still even working on it? The “emotion director”, John Dower, put out this video giving us a behind-the-scenes look at Milo’s development:


Peter Molyneux apparently had this to say on August 5th, 2010: “I don’t think of it as a released product at the moment. I still think this is a very, very big tech demo. I don’t think of it as something that would be a boxed product on the shelf.”

He also talked about the actual game, Milo:

…we showed an edited experience of the first hour with Milo when you first meet him. When you first meet him, he’s a kid who’s just moved from the hustle and bustle of London to New England. He’s an only child. His parents are super-busy unpacking the house. They have changed countries. The father has got a new job and the mother has to go out to work for the first time. Like all of us with children, you may want to spend time with your kids but life is just too busy.”

At that point, you are introduced to Milo when he is at his most vulnerable and most lonely. One of the first things you are asked in the game is, ‘Do you see yourself as a guardian angel to Milo? As an imaginary friend? As a real person?’ And you are asked that specific question and … As you experience things with Milo you unlock this mechanic called ‘potential’. The more potential you unlock, the more the sort of person Milo is becoming will change.

There’s one particular moment, you’ve been exploring this beautiful garden (at Milo’s new home) and there’s all these snails all over the garden. And Milo sees one on the ground and says, ‘I could just squash this snail.’ Now, at that point you are told you can chose: Do you think Milo should squash this snail? It’s a very familiar thing to people who play Fable. This is like a moral choice. but it’s not good or evil. It’s just squashing a snail. We’ve all killed bugs and these snails are only bigger versions. … (But) you realize that not only are you playing through a story and not only is Milo noticing you and adapting himself to you, but … you realize, I’m making a little difference in this big life. It’s a fantastic feeling.

With choosing whether or not Milo should step on snails, it really seems to me like this is the sort of thing he’s been trying to create since the game, “Black and White”. In Black and White, you get a giant monster who is essentially your pet (you are God). You can tell your creature whether or not you approve of his actions, and he supposedly learns from that. My favorite moment in that game was when my creature walked over to a city’s open gate, and took a giant dump; then he proceeded to merrily throw said dump; though I wouldn’t expect to see Milo doing anything as interesting as that.

So, as of right now, we have no idea if this Milo game will ever be hitting retail. It seems like an overly ambitious title; though with a lot of work, it’s probably possible.

Source: Game Hunters


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Ryan Southard
Ryan Southard 776 posts

Ryan Southard is a video game enthusiast, dissecting games down to their tiniest details. Whether it's new or it's old, as long as it's awesome, he'll play it. Follow him on Twitter at @Ryan_Southard <a href="">Meet the Nerd Reactor Team</a>