Article 4W12Q Video: How Oddworld solved its narrative problems with mind control

Video: How Oddworld solved its narrative problems with mind control

by
Lee Hutchinson
from Ars Technica - All content on (#4W12Q)

Video shot by Sean Dacanay, edited by Jeremy Smolik. Click here for transcript.

Some games entice you into playing them with loud marketing campaigns, sexualized cover art, or the promise of ludicrous over-the-top violence. But then there are games like Lorne Lanning's Oddworld series-games that don't lead with muscle- or bikini-clad heroes and defy easy categorization. Games like Oddworld tempt you into playing by promising a different kind of experience. There are guns and violence, sure, but the setting is strange, the plot is filled with gray, and the hero-well, Abe isn't exactly sexy, or really even, you know, human.

But players who gave the original Oddworld a chance back in 1997 found themselves stumbling through a unique and fascinating world that was equal parts surprising and subversive, and the series has gone on to acquire legitimate cult-success status. With the approaching release of Oddworld: Soulstorm in 2020, we thought it was a good time to pay a visit to Lorne Lanning and his team at Oddworld Inhabitants, and talk about our favorite meat processing factory worker and his long journey from design notebook to screen.

"Write what you know," they say...

We interviewed Lanning at the Emeryville, CA headquarters of Oddworld Inhabitants, the studio he co-founded with Sherry McKenna in 1994. For Oddworld fans, the office was a magical place, stuffed with the kind of memorabilia that amasses over more than two decades of game design. Lanning walked us through his journey to become a game creator, starting from his poor beginnings in what sounds like an unstable family. He got into video games because his father had a job at Coleco, and Lanning thought gaming would be a good way to meet girls.

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