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Chipollino Another Story HTML5. Acidrain HTML5. Izzy Inverse HTML5. Because of his loneliness, Pigsy decides to build himself a friend. This will require three key components that he and Truffles must find in the scrap yard populated by mechs.
While Truffles helps throughout his search, Pigsy seems unappreciative and prioritises his new creation. As Pigsy retrieves the last component, Truffles is damaged and shuts down in the process.
With his new friend nearly complete, Pigsy learns what his creation actually needs is a "heart" and inserts Truffles inside. When activated, however, his creation runs amok before being gathered up by a salvaging mech.
Pigsy gives chase and fights his way into the main scrap collector. When he finally retrieves Truffles and escapes, Pigsy realises Truffles was his real friend the entire time.
Being greatly damaged, however, Truffles shuts down permanently. Pigsy realises too late he took his only friend for granted and vows not to make the same mistake again.
In August , Namco Bandai announced they would be collaborating with Ninja Theory on a new video game project. Tameem Antoniades acted as the game's director, actor Andy Serkis provided motion capture for the title,  film director and producer Alex Garland served as the game's writer and designer,  and Nitin Sawhney composed the game's score.
After completing Heavenly Sword , Ninja Theory intended to develop a sequel but contractual terms with Sony Computer Entertainment forced them to halt the game's production.
The studio decided to leave the title and all the technologies built for it to Sony and seek external funding from another publisher for their next project.
This would eventually become Enslaved: Odyssey to the West , powered by Epic Games ' Unreal Engine. Initially, Ninja Theory pitched the game to several Hollywood studios as a CGI film, but they were not interested in backing the project.
A number of publishers were shown a detailed design document and a two-minute CGI trailer and the team received enthusiastic responses from them.
Namco Bandai Games later agreed to publish the game. Mike Ball, CTO of Ninja Theory, revealed that the initial idea for the game came from Heavenly Sword , in particular, the relationship between the protagonist Nariko and her companion Kai.
This relationship resonated with players, and the team wanted to repeat their success with a set of easily recognisable characters. He found the novel "epic" and compared it favourably to The Lord of the Rings.
However, Enslaved is only a loose adaptation of the novel. The team decided to shift away from the wuxia theme to science fiction as it was a genre many staff on the development team wanted to explore.
As a result, mechs replaced demons, and technology replaced magic. The animations created by Hayao Miyazaki , whose works often integrate nature with steampunk , inspired the team.
However, after watching Life After People , the team decided to set the game on Earth, one that was peaceful as nature reclaimed it after humanity's disappearance.
A lot of colour, in particular red,  was injected into the game's world to reflect this. Antoniades wrote the game's early drafts. Garland wrote the game's script and designed the cutscenes to ensure the transition between cutscene and gameplay was smooth.
To achieve this a cinematologist was employed to teach editing, camera and film language techniques. These techniques and the use of music were used to make coherent transitions between cutscenes and gameplay.
One of the more important aspects of the script was the characterisation and interaction. The PlayStation 2 game Ico inspired the characters' relationships.
Serkis helped create the game's characters. Trip's design went through several iterations. She was designed initially to look like a queen and have a pale appearance, so she would look "gothic".
Tank Girl and Kai from Heavenly Sword inspired the second iteration of her character. She wore a costume that features the face of a character and had tattoos, which the team felt gave the character more personality and attitude.
They tried to apply blue paint to Trip's hair, but found it unsuitable as it made her "too science fiction and punk ".
The initial design was deemed too "aggressive", so the team modified her design to make her look more delicate and fragile.
He wears a face paint, a reference to his counterpart in the Journey to the West novel, and a reflection of the character's tribal nature. Scars were added to his face to increase his sex appeal , while a cloth sash was used to replace Monkey's tail.
According to Antoniades, Garland's initial script was very simple, and the dialogue was "reductive". This was part of Garland's intention to reduce the use of story exposition in favour of creating more drama in the script.
The actors' body language and vocal cues delivered more of the game's information and plot than the direct use of cutscenes.
Initial scripts featured two hours of the cutscene, but it was drastically cut and reduced to only one hour and 10 minutes. To facilitate this style of storytelling, Garland suggested that camera control be taken away from players during certain moments of the game, so they will be introduced to and become aware of the game's environments, which further help to clarify the game's story.
This led to an internal debate within the company, with other gameplay designers fearing it would break the gameplay flow. This feature was kept in the game.
Antoniades said in hindsight that such techniques "helped keep things exciting". Ninja Theory developed the gameplay to include more variety than their last projects, with the introduction of platforming sessions and puzzles.
According to Antoniades, the design choice behind this was to make portions of the gameplay more tactical, being at times "a puzzle game in disguise" outside the actual puzzle portions of gameplay.