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Molyneux: Milo axe 'took me a long time to get over'

"It was this amazing, emotionally engaging game", but I "understood" Microsoft's decision

Peter Molyneux's spoken for the first time since leaving Microsoft about his axed Kinect project, Milo & Kate.

The controversial motion game, which involved interacting with a young boy whose AI would live (and evolve) on a Skynet-style Cloud server, was eventually canned, seemingly because Microsoft didn't know how to position it appropriately.

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Speaking in a frank interview with Develop, the ex-Lionhead man admitted it took him "a long time to get over" the cancellation of the title, which was almost finished.

"Milo was interesting," he said. "For me, Kinect was all about connecting people... I wanted Milo to be like nothing else before. The game did work, it really did. But I think that the world - whether that world is retail or marketing executives - wasn't quite ready for Milo."

Molyneux, who's now heading up new studio 22Cans, revealed "four or five hours of crafted gameplay" was completed for Milo, so presumably it wasn't far from completion.

"Yeah it was [almost finished]," Molyneux added. "It's just that... what was so hard for some people to imagine is what Milo would look like on the shelves, sitting alongside these murderous shooter games. 'I can't imagine what it would look like in GAME or GameStop,' is what people told me.

"Of course, now that we live in this digital world, maybe things will be different. I know it was only axed a couple of years ago, but that's a long time in the industry."

In reflection, the Populous creator said he understands Microsoft's decision to eventually block Milo's release.

"It took me a long time to get over it. Of course, I understood the decision. I really did. I'm not complaining about it. You have to be realistic about these things. You can't just grieve for months over the death of something, whether it's a game or family member. But it was really hard.

"What hurt the most is that the game actually worked. It was this amazing, emotionally engaging game that was all about forging a relationship with the player."

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