Would you say that “Project Icarus” is in the same universe, or the same timeline, as BioShock?
KL: That’s a good question. That’s something that people should keep their eyes on – once the gameplay footage comes out, there will be some things that will make people ask questions along those lines, and wonder about any of those kinds of connections. BioShock was highly notable for its Art Deco environments. But “Project Icarus,” with its flying city of Columbia, is something else altogether. What’s the inspiration for the game’s look? KL: The feel of the game, as I described it to the team, is “Fourth of July, 1900.” The game is set in 1912 and has this feeling of an idealized America, a Norman Rockwell version of America. As with Rapture, there’s a fantastic component – the city is suspended in the air. But we wanted this feeling of this… memory of a summer’s day. Not even a real summer’s day, because there’s no summer’s day with a sky that blue, or trees that green, and the flags waving, and the popcorn popping. That’s the feeling that we wanted in this game, and it defines a