GS: In one of the gameplay sequence you showed in the Haze demo, the helmet fails and the player briefly perceives the horror of reality, the real violence of war, hidden behind the sanitised video game world the Mantel soldiers experience in their suits. This sequence reminds me of a powerful scene in John Carpenters They Live, where the hero, by fitting a pair of special glasses, discovers the truth: politicians or journalists are in fact horrible aliens, ad-panels reveal slogans such as "OBEY", "BUY" or "NO SEX UNTIL MARIAGE". How did you came up with this "hidden reality" idea ? What kind of war movies did you get inspiration from?
DL: Apocalypse Now was probably the biggest single inspiration for the concept of Haze. Although Haze also has some superficial similarities to the film, the main inspiration drawn was the idea of presenting a story in a war rather than a story about a war. The strongly anti-war message that Apocalypse Now carries is also something we were interested to see in a game, as, if anything, games mostly tend to celebrate war. And how better to explore that message than to put the player in a very stereotypical game world to begin with, and then to start stripping it away?
As you point out, the idea that Mantel are manipulating their soldiers' perception of the war to maintain control over them has wider parallels with other movies, such as They Live, The Matrix and Equilibrium, although none of them were a direct influence over the game.
GS: In a lot of games (MGS2, Half-Life 2, Killer 7, FEAR), the player realizes that hes manipulated, that hes a kind of puppet, that he doesn't know exactly why or who he fights. How do you think Haze is different from these games?
DL: I think that one of the things that distinguishes Haze is the way that the player's fight to escape Mantel's manipulating influence brings with it a completely new way of fighting. When you join the Promise Hand to take the fight back to Mantel, you'll not only have access to new weapons and vehicles but also new abilities, which unlock extra layers of tactical depth to the game that previously were hidden to the player. Perhaps most interestingly of all, many of those abilities are only possible by exploiting Mantel's greatest strength -- Nectar -- and using it against them.
I think the other thing that marks Haze out is that the theme of manipulation doesn't end with the player changing sides -- it's a continuing theme throughout the game. But you'll have to play the game to find out exactly how!